The Game of Agora

This section includes a few rules concerning the Nature of the Game of Agora.

101/17The Game of AgoraPower 4

Agora is a game of Nomic, wherein Persons, acting in accordance with the Rules, communicate their game Actions and/or results of these actions via Fora in order to play the game. The game may be won, but the game never ends.

Please treat Agora Right Good Forever.

History

1698/5Agora Is A NomicPower 4

Agora is ossified if it is IMPOSSIBLE for any reasonable combination of actions by players to cause arbitrary rule changes to be made and/or arbitrary proposals to be adopted within a four-week period.

If, but for this rule, the net effect of a proposal would cause Agora to become ossified, or would cause Agora to cease to exist, it cannot take effect, rules to the contrary notwithstanding. If any other single change or inseperable group of changes to the gamestate would cause Agora to become ossified, or would cause Agora to cease to exist, it is cancelled and does not occur, rules to the contrary notwithstanding.

History

Important Temporary Rules

This category is a temporary dumping ground for rules that don't easily fit in any other category but that hold special relevance for the current gamestate.

2596/0The RitualPower 0.5

Any player CAN perform The Ritual by paying a fee of 7 Coins. The Ritual MUST be performed at least once in every Agoran week. If The Ritual was performed at least once in the previous Agoran week, then the Ruleset is Appeased.

If the Ruleset is appeased, then any player CAN banish this rule (cause it to repeal itself) with N Agoran Consent, where N is the maximum of 1.0 and 10/(B+1), rounded up to the nearest 0.1, and B is the number of weeks that the Ruleset has been continuously appeased at the moment of banishment.

History

2598/0Side-Game SuspensionPower 3

  1. The Spaaace Rules are defined to be Rules 2588, 2589, 2590, 2591, 2592, 2593 and 2594.

  2. The Politics Rules are defined to be Rules 2533, 2534, 2535, 2536, 2537, 2538, 2539, 2540, 2586, 2542, and 2543.

  3. Rules to the contrary notwithstanding, the Spaaace Rules are suspended and have no force or effect until Spaaace is Revived.

  4. Rules to the contrary notwithstanding, the Politics Rules are suspended and have no force or effect until Politics is Revived.

  5. A player CAN with 2 support Revive Spaaace (unless Spaaace has already been Revived); that player is thereby installed into the office of Astronomor.

  6. A player CAN with 2 support Revive Politics (unless Politics has already been Revived); that player is thereby installed into the office of Clork.

  7. If Politics and Spaaace have both been Revived, then any player CAN cause this Rule to repeal itself with Notice.

  8. Any player CAN with Agoran Consent trigger this Rule. When this Rule is triggered, the following events happen in order: (a) the Politics Rules are automatically repealed in ascending numerical order (unless Politics has been Revived), (b) the Spaaace Rules are automatically repealed in ascending numerical order (unless Spaaace has been Revived), and (c) this Rule is automatically repealed.

History

Players

This small section provides some rules detailing how joining and leaving Agora works. If you're a new player, this is probably the most important section to read.

869/45How to Join and Leave AgoraPower 3

Any organism that is generally capable of freely originating and communicating independent thoughts and ideas is a person. Rules to the contrary notwithstanding, no other entities are persons.

Citizenship is a person switch with values Unregistered (default) and Registered, tracked by the Registrar. Changes to citizenship are secured. A registered person is a Player. To "register" someone is to flip that person's Citizenship switch from Unregistered to Registered.

An Unregistered person CAN (unless explicitly forbidden or prevented by the rules) register by publishing a message that indicates reasonably clearly and reasonably unambiguously that e intends to become a player at that time. A player, acting as emself, CAN deregister (cease being a player) by announcement. If e does so, e CANNOT register or be registered for 30 days.

A person, by registering, agrees to abide by the Rules. The Rules CANNOT otherwise bind a person to abide by any agreement without that person's willful consent.

The Rules CANNOT compel non-players to act without their express or reasonably implied consent. The rules CANNOT compel players to unduly harass non-players. A non-person CANNOT be a player, rules to the contrary notwithstanding.

History

478/34ForaPower 3

Freedom of speech being essential for the healthy functioning of any non-Imperial nomic, it is hereby resolved that no Player shall be prohibited from participating in the Fora, nor shall any person create physical or technological obstacles that unduly favor some players' fora access over others.

Publicity is a forum switch with values Public, Discussion, and Foreign (default), tracked by the Registrar. Changes to publicity are secured.

The Registrar may change the publicity of a forum without objection as long as:

  1. e sends eir announcement of intent to that forum; and

  2. if the forum is to be made public, the announcement by which the Registrar makes that forum public is sent to all existing public fora.

Each player should ensure e can receive messages via each public forum.

A public message is a message sent via a public forum, or sent to all players and containing a clear designation of intent to be public. A rule can also designate that a part of one public message is considered a public message in its own right. A person "publishes" or "announces" something by sending a public message.

Where the rules define an action that CAN be performed "by announcement", a person performs that action by unambiguously and clearly specifying the action and announcing that e performs it. Any action performed by sending a message is performed at the time date-stamped on that message. Actions in messages (including sub-messages) are performed in the order they appear in the message, unless otherwise specified.

History

2139/13The RegistrarPower 2

The Registrar is an office; its holder is responsible for keeping track of players.

The Registrar's weekly report includes:

  1. A list of all players, including information sufficient to identify and contact each player.

  2. The date on which each player most recently became a player.

  3. For each forum with non-Foreign publicity, sufficient instructions for players to receive messages there.

The Registrar's monthly report includes:

  1. For each former player for which the information is reasonably available, the dates on which e registered and deregistered.

The Registrar's duties and abilities also include:

  • Changing the publicity of a forum, as described in Rule 478.

  • Publishing Cantus Cygnei and Writs of FAGE as described in Rule 1789.

The Registrar is also responsible for tracking any switches, defined in a rule, that would otherwise lack an officer to track them, unless the switch is defined as untracked.

History

1789/9Cantus CygneusPower 3

Whenever a Player feels that e has been treated so egregiously by the Agoran community that e can no longer abide to be a part of it, e may submit a document to the Registrar, clearly labeled a Cantus Cygneus, detailing eir grievances and expressing eir reproach for those who e feels have treated em so badly.

In a timely fashion after receiving a Cantus Cygneus, the Registrar shall publish this document along with a Writ of Fugiendae Agorae Grandissima Exprobratione, commanding the Player to be deregistered. The Registrar shall note the method of deregistration for that Player in subsequent Registrar Reports.

The Player is deregistered as of the posting of the Writ, and the notation in the Registrar's Report will ensure that, henceforth, all may know said Player deregistered in a Writ of FAGE.

History

General Definitions

This section describes the terminology used by all the other rules. If, when reading a rule, you don't understand what a word means, chances are that the Agoran definition of that word is described in one of these rules.

2152/7Mother, May I?Power 3

The following terms are defined. These definitions are used when a rule includes a term in all caps, and provide guidance in determining the ordinary-language meaning of a term when a rule includes a term otherwise. Earlier definitions take precedence over later ones. If a rule specifies one or more persons in connection with a term, then the term applies only to the specified person(s).

  1. CANNOT, IMPOSSIBLE, INEFFECTIVE, INVALID: Attempts to perform the described action are unsuccessful.

  2. MUST NOT, MAY NOT, SHALL NOT, ILLEGAL, PROHIBITED: Performing the described action violates the rule in question.

  3. NEED NOT, OPTIONAL: Failing to perform the described action does not violate the rules.

  4. SHOULD NOT, DISCOURAGED, DEPRECATED: Before performing the described action, the full implications of performing it should be understood and carefully weighed.

  5. CAN: Attempts to perform the described action are successful.

  6. MAY: Performing the described action does not violate the rules.

  7. MUST, SHALL, REQUIRED, MANDATORY: Failing to perform the described action violates the rule in question.

  8. SHOULD, ENCOURAGED, RECOMMENDED: Before failing to perform the described action, the full implications of failing to perform it should (in the ordinary-language sense) be understood and carefully weighed.

History

2509/2Agoran NumbersPower 2

A "number" is considered to refer to a real number, unless otherwise explicitly specified. A "number of (items)", where (items) is a set of discrete entities, is considered to refer to a non-negative integer, unless otherwise explicitly specified.

If a switch is defined as being associated with a specified set of numbers (a numerical switch), then the possible values for that switch are the numbers in that set. In particular, a natural or integer switch is a switch with possible values the non-negative integers or all integers, respectively. If a limit is further defined, the possible values are the numbers of the set within the specified limits.

If 0 is in the specified values for a numerical switch and no default value is otherwise specified, 0 is the default value for that switch.

If the rules describe mathematical operations to be used in flipping an instance of a numerical switch, the operations are interpreted as having common-sense mathematical application to determine that instance's resulting value. For example, "increasing a switch instance by M" is equivalent to "flipping a switch instance from its current value N to the value N+M". If the specified mathematical operation would result in a value outside that switch's defined set, the flipping CANNOT be performed, rules to the contrary notwithstanding.

History

2125/10Regulated ActionsPower 3

An action is regulated if: (1) the Rules limit, allow, enable, or permit its performance; (2) describe the circumstances under which the action would succeed or fail; or (3) the action would, as part of its effect, modify information for which some player is required to be a recordkeepor.

A Regulated Action CAN only be performed as described by the Rules, and only using the methods explicitly specified in the Rules for performing the given action. The Rules SHALL NOT be interpreted so as to proscribe unregulated actions.

History

1023/39Agoran TimePower 2

The following terms are defined:

  1. The phrase "in a timely fashion" means "within 7 days". This time period is set when the requirement is created (i.e. X days before the limit ends). A requirement to perform an action at an exact instant (e.g. "when X, Y SHALL Z"), but not "in the same message", is instead interpreted as a requirement to perform that action in a timely fashion after that instant.

  2. Agoran epochs:

    1. Agoran days begin at midnight UTC.

    2. Agoran weeks begin at midnight UTC on Monday. Eastman weeks begin at midnight UTC on the 1st, 8th, 15th, 22nd, and 29th of each Gregorian month; the fifth one of the month (if any) lasts till the end of the month.

    3. Agoran months begin at midnight UTC on the first day of each Gregorian month.

    4. Agoran quarters begin when the Agoran months of January, April, July, and October begin.

    5. Agoran years begin when the Agoran month of January begins.

    6. A pivot is either the instant at which Agora Nomic began (June 30, 1993, 00:04:30 GMT +1200) or an instant at which at least one person won the game. When used as a period of time, a "Round" (historical syn: "game") is the period of time between a pivot and the next pivot.

    The "Agoran" qualifier is assumed unless a different definition is indicated (e.g. Eastman weeks). These definitions do not apply to relative durations (e.g. "within <number> days after <event>").

  3. Two points in time are within a month of each other if:

    1. they occur in the same Agoran month;

    2. they occur in two consecutive Agoran months, and the later of the two occurs in an earlier day in the month than the earlier one;

    3. they occur in two consecutive Agoran months on the same day of the month, and the later of the two occurs at the same or earlier time of day.

History

1728/41Dependent Action MethodsPower 3

The following methods of taking actions are known as "dependent actions":

  1. Without N Objections, where N is a positive integer no greater than 8 ("Without Objection" is shorthand for this method with N = 1);

  2. With N Support, where N is a positive integer ("With Support" is shorthand for this method with N = 1);

  3. With N Agoran Consent, where N is an integer multiple of 0.1 with a minimum of 1 ("With Agoran Consent" is shorthand for this method with N = 1);

  4. With Notice; or

  5. With T Notice, where T is a time period.

N is 1 unless otherwise specified.

History

2595/0Performing a Dependent ActionPower 3

A rule that purports to allow a person (the performer) to perform an action by a set of one or more dependent actions identified in Rule 1728 thereby allows em to perform the action by announcement if all of the following are true:

  1. A person (the initiator) published an announcement of intent that unambiguously, clearly, conspicuously, and without obfuscation specified the action intended to be taken and the method(s) to be used;

  2. The announcement referenced in paragraph (1) of this Rule unambiguously, clearly, conspicuously, and without obfuscation states:

    • the value of T, if the action is to be taken with T Notice; and

    • the value of N, if N is not equal to 1 and the action is to be taken Without N Objections, With N Support, or With N Agoran Consent;

  3. The announcement referenced in paragraph (1) of this Rule was published:

    • within the 14 days preceding the action, if the action is to be performed With N Support;

    • between 4 and 14 days preceding the action, if the action is to be performed Without N Objections, With N Agoran Consent, or With Notice; or

    • between T and 14 days preceding the action, if the action is to be performed With T Notice;

  4. At least one of the following is true:

    • the performer is the initiator;

    • the initiator was authorized to perform the action due to holding a rule-defined position now held by the performer; or

    • the initiator is authorized to perform the action, the action depends on support, the performer has supported the intent, and the rule authorizing the performance does not explicitly prohibit supporters from performing it;

  5. Agora is Satisfied with the announced intent, as defined by other Rules; and

  6. The conditions are all met, if any conditions were stated in the announcement of intent referenced in paragraph (1) of this Rule.

The performer SHOULD publish a list of supporters and objectors if the action is to be taken with N Agoran Consent.

History

2124/24Agoran SatisfactionPower 2

A Supporter of an intent to perform an action is an eligible entity who has publicly posted (and not withdrawn) support (syn. "consent") for an announcement of that intent. An Objector to an intent to perform an action is an eligible entity who has publicly posted (and not withdrawn) an objection to the announcement of that intent.

The entities eligible to support or object to an intent to perform an action are, by default, all players, subject to modification by the document authorizing the dependent action. However, the previous sentence notwithstanding, the initiator of the intent is not eligible to support it.

Agora is Satisfied with an intent to perform a specific action unless at least one of the following is true:

  1. The action is to be performed Without N Objections, and there are at least N Objectors to that intent.

  2. The action is to be performed With N support, and there are fewer than than N Supporters of that intent.

  3. The action is to be performed with N Agoran Consent, and the number of Supporters of the intent is less than or equal to N times the number of Objectors to the intent.

The above notwithstanding, if an action depends on objections, and an objection to an intent to perform it has been withdrawn within the past 24 hours, then Agora is not Satisfied with that intent.

The above notwithstanding, Agora is not satisfied with an intent if the Speaker has objected to it in the last 48 hours.

A person CANNOT support or object to an announcement of intent before the intent is announced, or after e has withdrawn the same type of response.

History

2518/0DeterminacyPower 3

If a value CANNOT be reasonably determined (without circularity or paradox) from information reasonably available, or if it alternates indefinitely between values, then the value is considered to be indeterminate, otherwise it is determinate.

History

2505/0Random ChoicesPower 1

When a Rule specifies that a random choice be made, then the choice shall be made using whatever probability distribution among the possible outcomes the Rule specifies, defaulting to a uniform probability distribution.

The choice CAN be made using any physical or computational process whose probability distribution among the possible outcomes is reasonably close to that required by the Rules, and for which the final choice is not trivially predictable by the selecting person in advance. The selecting person SHOULD make the selection method public, and SHOULD use a method for which the final probability distribution can be readily confirmed.

History

2517/0Conditionals and ExtricabilityPower 3

A conditional is any textual structure that attempts to make a statement (the substrate) affecting any part or aspect of the gamestate, or the permissibility, possibility, or effect of any action affecting such a part or aspect, dependent on the truth value or other state of a textual structure (the condition). The condition is said to be "affixed" to the substrate (inverse "to be conditional upon").

A condition is inextricable if it is unclear, ambiguous, circular, inconsistent, paradoxical, depends on information that is indeterminate, or is impossible or unreasonably difficult to determine, or otherwise requires an unreasonable effort to resolve; otherwise it is extricable. A conditional is inextricable if its condition is inextricable; otherwise it is extricable. A player SHOULD NOT use an inextricable conditional for any purpose.

An action is said to be "subject to" a conditional if its possibility, permissibility, or effect (depending on context) is determined by the conditional. A value is said to be subject to a conditional of the state of the value is determined by the conditional.

History

Entities

"Entity" is a confusing word to new players. This section describes what an entity is.

1586/9Definition and Continuity of EntitiesPower 2

If multiple rules attempt to define an entity with the same name, then they refer to the same entity. A rule-defined entity's name CANNOT be changed to be the same as another rule-defined entity's name.

A rule, contract, or regulation that refers to an entity by name refers to the entity that had that name when the rule first came to include that reference, even if the entity's name has since changed.

If the entity that defines another entity is amended such that it no longer defines the second entity, then the second entity and its attributes cease to exist.

If the entity that defines another entity is amended such that it defines the second entity both before and after the amendment, but with different attributes, then the second entity and its attributes continue to exist to whatever extent is possible under the new definitions.

History

2162/11SwitchesPower 3

A type of switch is a property that the rules define as a switch, and specify the following:

  1. The type(s) of entity possessing an instance of that switch. No other entity possesses an instance of that switch.

  2. One or more possible values for instances of that switch, exactly one of which should be designated as the default. No values other than those listed are possible for instances of that switch, except that, if no default is specified, then rules to the contrary notwithstanding, the "null" value is a possible value for that switch, and is the default.

  3. Optionally, exactly one office whose holder tracks instances of that switch. That officer's (weekly, if not specified otherwise) report includes the value of each instance of that switch whose value is not its default value; a public document purporting to be this portion of that officer's report is self-ratifying, and implies that other instances are at their default value.

At any given time, each instance of a switch has exactly one possible value for that type of switch. If an instance of a switch comes to have a value, it ceases to have any other value. If an instance of a switch would otherwise fail to have a possible value, it comes to have its default value.

"To flip an instance of a switch" is to make it come to have a given value. "To become X" (where X is a possible value of exactly one of the subject's switches) is to flip that switch to X.

If an action or set of actions would cause the value of an instance of a switch to become indeterminate, the instance instead takes on its last determinate and possible value, if any, otherwise it takes on its default value.

A singleton switch is a switch for which Agora Nomic is the only entity possessing an instance of that switch.

A boolean switch is a switch with values True and False. A positive boolean switch has a default of True; a negative boolean switch has a default of False.

Attempting to flip an instance of a switch to a value it already has does not flip the switch. However, if a person is REQUIRED to flip a switch instance to a value it already has, then either attempting to do so using the required mechanism, or announcing that the switch already has the required value, fulfills the requirement without flipping the switch.

History

1688/9PowerPower 3

The Power of an entity is a non-negative rational number. An Instrument is an entity with positive Power.

The Power of an entity cannot be set or modified except as stipulated by the Rules. All entities have Power zero except where specifically allowed by the rules.

A Rule that makes a change, action, or value secured (hereafter the securing Rule) thereby makes it IMPOSSIBLE to perform that change or action, or to set or modify that value, except as allowed by an Instrument with Power greater than or equal to the change's Power Threshold. This Threshold defaults to the securing Rule's Power, but CAN be lowered as allowed by that Rule (including by the Rule itself).

History

2140/2Power Controls MutabilityPower 3

No entity with power below the power of this rule can

  1. cause an entity to have power greater than its own.

  2. adjust the power of an instrument with power greater than its own.

  3. set or modify any other substantive aspect of an instrument with power greater than its own. A "substantive" aspect of an instrument is any aspect that affects the instrument's operation.

History

Proposals

Proposals are a staple of Nomic games. If you're a new player, this is another important section, since the way proposals work in this Nomic is a little bit complicated.

2350/11ProposalsPower 3

A proposal is a type of entity consisting of a body of text and other attributes. A player CAN create a proposal by announcement, specifying its text and optionally specifying any of the following attributes:

  • An associated title.

  • A list of co-authors (which must be persons other than the author).

  • An adoption index.

Creating a proposal adds it to the Proposal Pool. Once a proposal is created, neither its text nor any of the aforementioned attributes can be changed. The author (syn. proposer) of a proposal is the person who submitted it.

If a decision of whether to adopt a proposal was resolved as FAILED QUORUM in the last seven days, the Promotor CAN once add the proposal back to the Proposal Pool by announcement.

The author of a proposal in the Proposal Pool CAN remove (syn. retract, withdraw) it from the Pool by announcement.

History

1607/44DistributionPower 3

The Promotor is an office; its holder is responsible for receiving and distributing proposals.

Determining whether to adopt a proposal is an Agoran decision. For this decision, the vote collector is the Assessor, the adoption index is initially the adoption index of the proposal, or 1.0 if the proposal does not have one, and the text, author, and coauthors of the proposal are essential parameters. Initiating such a decision is known as distribution, and removes the proposal from the Proposal Pool.

The Promotor CAN distribute a proposal which is in the Proposal Pool at any time, by announcement.

In a given Agoran week, the Promotor SHALL, as part of eir weekly duties, distribute all proposals in the Proposal Pool except for those exempted from automatic distribution by other rules.

Distributed proposals have ID numbers, to be assigned by the Promotor.

If there is a Proposal in the Pool that it would otherwise be IMPOSSIBLE for any player to distribute, then any player CAN distribute that Proposal Without 3 Objections.

The Promotor's report includes a list of all proposals in the Proposal Pool, along with their text and attributes. This portion of a public document purporting to be a Promotor's report is self-ratifying.

History

2137/2The AssessorPower 1

The Assessor is an office; its holder is responsible for collecting votes and keeping track of related properties.

History

106/40Adopting ProposalsPower 3

When a decision about whether to adopt a proposal is resolved, if the outcome is ADOPTED, then the proposal in question is adopted, and unless other rules prevent it from taking effect, its power is set to the minimum of four and its adoption index, and then it takes effect. Except as prohibited by other rules, a proposal that takes effect CAN and does, as part of its effect, apply the changes that it specifies. Clearly marked comments are considered to be removed from the proposal before it takes effect, unless otherwise stated by the proposal. If the proposal cannot make some such changes, this does not preclude the other changes from taking place.

If there is no Agoran Decision to adopt a particular proposal that has an outcome of ADOPTED, that proposal CANNOT take effect, rules to the contrary notwithstanding.

Preventing a proposal from taking effect is a secured change; this does not apply to generally preventing changes to specified areas of the gamestate, nor to a proposal preventing itself from taking effect (its no- effect clause is generally interpreted as applying only to the rest of the proposal). Except insofar as the actions performed by a proposal happen one after another, rather than simultaneously, a proposal's effect is instantaneous. A proposal can neither delay nor extend its own effect. Once a propsal finishes taking effect, its power is set to 0.

History

2597/0Line-item VetoPower 1

The Comptrollor is an imposed office. When the office is vacant, the ADoP CAN, by announcement, set the Comptrollor to a player chosen at random from the set of current Officers, excepting any player who was most recently the Comptrollor. The ADoP SHALL do so in a timely fashion after the office becomes vacant.

When the Comptrollor office has been held for the same player for 30 days, it becomes vacant.

A Notice of Veto is a body of text, published by the Comptrollor, clearly, directly, and without obfuscation labelled within the publishing message as being a Notice of Veto.

When a Comptrollor publishes a Notice of Veto, the office of Comptrollor becomes vacant.

If the text of a Notice of Veto clearly indicates certain provisions within specified Proposals as being vetoed, and the voting period for a decision to adopt the proposal is ongoing when the Notice is published, then the provisions are vetoed. For the purposes of this Rule, each individual change specified within a proposal's text is a "provision".

Vetoed provisions in a proposal are prohibited from being applied when the proposal takes effect (that is, that part of the proposal's effect CANNOT be applied).

History

Rules & Regulations

Ah, yes. What would any game be without rules? And these rules describe how rules work. This section also describes the governance of the Rulekeepor.

2141/10Role and Attributes of RulesPower 3

A rule is a type of instrument with the capacity to govern the game generally, and is always taking effect. A rule's content takes the form of a text, and is unlimited in scope.

Every rule has power between 0.1 and 4.0 inclusive. It is not possible for a rule to have a power outside this range.

Rules have ID numbers, to be assigned by the Rulekeepor.

Every rule shall have a title to aid in identification. If a rule ever does not have a title, the the Rulekeepor CAN and SHALL assign a title to it by announcement in a timely fashion.

For the purposes of rules governing modification of instruments, the text, power, ID number, and title of a rule are all substantive aspects of the rule. However, rules to the contrary notwithstanding, the Rulekeepor CAN set rule aspects as described elsewhere in this rule.

History

217/12Interpreting the RulesPower 3

When interpreting and applying the rules, the text of the rules takes precedence. Where the text is silent, inconsistent, or unclear, it is to be augmented by game custom, common sense, past judgements, and consideration of the best interests of the game.

Definitions and prescriptions in the rules are only to be applied using direct, forward reasoning; in particular, an absurdity that can be concluded from the assumption that a statement about rule-defined concepts is false does not constitute proof that it is true. Definitions in lower-powered Rules do not overrule common-sense interpretations or common definitions of terms in higher-powered rules, but may constructively make reasonable clarifications to those definitions. For this purpose, a clarification is reasonable if and only if it adds detail without changing the underlying general meaning of the term and without causing the higher powered rule to be read in a way inconsistent with its text.

Rules to the contrary notwithstanding, any rule change that would (1) prevent a person from initiating a formal process to resolve matters of controversy, in the reasonable expectation that the controversy will thereby be resolved; or (2) prevent a person from causing formal reconsideration of any judicial determination that e should be punished, is wholly void and without effect.

History

1030/12Precedence between RulesPower 3.2

In a conflict between Rules, the conflict shall be resolved by performing the following comparisons in the sequence written in this rule, until the conflict is resolved.

  • In a conflict between Rules with different Power, the Rule with the higher Power takes precedence over the Rule with the lower Power; otherwise,

  • If all of the Rules in conflict explicitly say that their precedence relations are determined by some other Rule for determining precedence relations, then the determinations of the precedence-determining Rule shall be used to resolve the conflicts; otherwise,

  • If at least one of the Rules in conflict explicitly says of itself that it defers to another Rule (or type of Rule) or takes precedence over another Rule (or type of Rule), then such provisions shall be used to resolve the conflict, unless they lead to contradictions between each other; otherwise,

  • If any of the rules in conflict have ID numbers, then the Rule with the lowest ID number takes precedence; otherwise,

  • The Rule enacted earliest takes precedence.

Clauses in any other rule that broadly claim precedence (e.g. over "all rules" of a certain class) shall be, prima facie, considered to be limited claims of precedence or deference that are applicable only when such claims are evaluated as described within the above sequence.

No change to the Ruleset can occur that would cause a Rule to directly claim precedence over this Rule as a means of determining precedence. This applies to changes by the enactment or amendment of a Rule, or of any other form. This Rule takes precedence over any Rule that would permit such a change to the Ruleset.

History

2240/1No Cretans Need ApplyPower 3

In a conflict between clauses of the same Rule, if exactly one claims precedence over the other, then it takes precedence; otherwise, the later clause takes precedence.

History

105/19Rule ChangesPower 3

Where permitted by other rules, an instrument generally can, as part of its effect,

  1. enact a rule. The new rule has power equal to the minimum of the power specified by the enacting instrument, defaulting to one if the enacting instrument does not specify or if it specifies a power less than 0.1, and the maximum power permitted by other rules. The enacting instrument may specify a title for the new rule, which if present shall prevail. The ID number of the new rule cannot be specified by the enacting instrument; any attempt to so specify is null and void.

  2. repeal a rule. When a rule is repealed, it ceases to be a rule, its power is set to 0, and the Rulekeepor need no longer maintain a record of it.

  3. reenact a rule. A repealed rule identified by its most recent rule number MUST be reenacted with the same ID number and the next change identifier. If no text is specified, the rule is reenacted with the same text it had when it was most recently repealed. If the reenacting proposal provides new text for the rule, the rule SHOULD have materially the same purpose as did the repealed version. Unless specified otherwise by the re-enacting instrument, a re-enacted rule has power equal to the power it had at the time of its repeal (or power 1, if power was not defined at the time of that rule's repeal). If the re-enacting instrument is incapable of setting the re-enacted rule's power to that value, then the re-enactment is null and void.

  4. amend the text of a rule.

  5. retitle a rule.

  6. change the power of a rule.

A rule change is any effect that falls into the above classes. Rule changes always occur sequentially, never simultaneously.

Any ambiguity in the specification of a rule change causes that change to be void and without effect. An inconsequential variation in the quotation of an existing rule does not constitute ambiguity for the purposes of this rule, but any other variation does.

A rule change is wholly prevented from taking effect unless its full text was published, along with an unambiguous and clear specification of the method to be used for changing the rule, at least 4 days and no more than 60 days before it would otherwise take effect.

This rule provides the only mechanism by which rules can be created, modified, or destroyed, or by which an entity can become a rule or cease to be a rule.

History

2493/5RegulationsPower 3

A regulation is an textual entity defined as such by this rule, and under the authority of an person, known as its Promulgator. A regulation must be authorized by a rule (its parent rule) in order to exist. It has only the effect that rule explicitly gives it.

A regulation CAN be enacted, amended, and repealed as specified by its parent rule. By default, a Promulgator can enact, amend, or repeal a regulation with 2 Agoran Consent. Regulations are tracked in their Promulgator's weekly report.

History

2486/0The Royal ParadePower 3.14

              _
            _\ /_
            >_X_<
     .---._  /_\  _.---.
   /`.---._`{/ \}`_.---.`\
  | /   ___`{\_/}`___   \ |
  \ \."`*  `"{_}"`  *`"./ /
   \ \  )\  _\ /_  /(  / /
    \ *<()( >_X_< )()>* /
     |._)/._./_\._.\(_.|
jgs  |() () () () () ()|
     <<o>><<o>><o>><<o>>
    `"""""""""""""""""""`
     IN CELEBRATION of Alexis being crowned Princess of Agora,
          without prejudice to Any before or since
          who may come to hold a Title
          whether Patent or otherwise;
    IT IS HEREBY PROCLAIMED that a Royal Parade be established,
          imbued in this very Rule,
          which shall travel around Agora to Rules of import;
    AND THEREFORE, the Rulekeepor SHOULD place this Rule
          near recently-amended rules of high Power;
    AND FURTHERMORE, additions to this Parade are most welcome
         when Events suiting the honour should occur.
History

1051/17The RulekeeporPower 1

The Rulekeepor is an office; its holder is responsible for maintaining the text of the rules of Agora.

The Rulekeepor's Weekly report includes the Short Logical Ruleset. The Rulekeepor's Monthly report includes the Full Logical Ruleset.

History

1681/21The Logical RulesetsPower 1

The Short Logical Ruleset (SLR) is a format of the ruleset. In this format, each rule is assigned to a category, and the rules are grouped according to their category.

Rules are assigned to, ordered within, or moved between categories, and categories are added, changed, or empty categories removed, as the Rulekeepor sees fit.

The listing of each rule in the SLR must include the rule's ID number, revision number, power, title, and text.

The Rulekeepor is strongly DISCOURAGED from including any additional information in the SLR, except that which increases the readability of the SLR.

The Full Logical Ruleset (FLR) is a format of the ruleset. In this format, rules are assigned to the same category and presented in the same order as in the SLR. The FLR must contain all the information required to be in the SLR, and any historical annotations which the Rulekeepor is required to record.

The Rulekeepor SHOULD also include any other information which e feels may be helpful in the use of the ruleset in the FLR.

Whenever a rule is changed in any way, the Rulekeepor SHALL record a historical annotation to the rule indicating:

  1. The type of change.

  2. The date on which the change took effect.

  3. The mechanism that specified the change.

  4. If the rule was changed due to a proposal, then that proposal's ID number, author, and co-author(s) (if any).

History

2221/7CleanlinessPower 3

Any player CAN clean a rule without objection by specifying one or more corrections to spelling, grammar, capitalization, formatting, and/or dialect, or to whether a synonym or abbreviation is used in place of a word or phrase, in the rule's text and/or title; the rule is amended by this rule as specified by that person.

History

2429/1BleachPower 1

Replacing a non-zero amount of whitespace with a different non-zero amount of whitespace is generally insignificant, except for paragraph breaks.

History

Voting

Voting is used primarily for Proposals and Elections. This section describes Agoran Decisions and how to resolve them.

693/16Agoran DecisionsPower 3

When the rules calls for an Agoran decision to be made, the decision-making process takes place in the following three stages, each described elsewhere:

  1. Initiation of the decision.

  2. Voting of the people.

  3. Resolution of the decision.

History

107/20Initiating Agoran DecisionsPower 3

An Agoran decision is initiated when a person authorized to initiate it publishes a valid notice which sets forth the intent to initiate the decision. This notice is invalid if it lacks any of the following information, and the lack is correctly identified within one week after the notice is published:

  1. The matter to be decided (for example, "the adoption of proposal 4781");

  2. The voting method;

  3. A clear description of the valid options;

  4. The identity of the vote collector; and

  5. Any additional information defined by the rules as essential parameters.

The publication of such a valid notice initiates the voting period for the decision. The voting period lasts for 7 days. The minimum voting period for a decision with at least two options is five days. The vote collector for a decision with less than two options CAN and SHALL end the voting period by announcement, if it has not ended already, and provided that e resolves the decision in the same message.

The voting period for a decision cannot be set or changed to a duration longer than fourteen days.

History

2528/0Voting MethodsPower 3

Each Agoran decision has a voting method, which must be AI-majority, instant runoff, or first-past-the-post. The voting method is that specified by the authorizing authority, or first-past-the-post by default.

Each Agoran decision has a set of valid options (the choices that the voters are being asked to select from) and valid votes (the ways in which the voters can express their opinion or lack thereof. For AI-majority decisions, the valid options are FOR and AGAINST; for other decisions, the valid options are defined by other rules.

The valid votes on an Agoran decision are:

  1. PRESENT;

  2. The valid conditional votes, as defined by rules of power at least that of this rule; and

  3. For an instant runoff decision, the ordered lists of entities.

  4. For any other decision, the valid options.

History

683/26Voting on Agoran DecisionsPower 3

An entity submits a ballot on an Agoran decision by publishing a notice satisfying the following conditions:

  1. The ballot is submitted during the voting period for the decision.

  2. The entity casting the ballot (the voter) was, at the initiation of the decision, a player.

  3. The ballot clearly identifies the matter to be decided.

  4. The ballot clearly identifies a valid vote, as determined by the voting method.

  5. The ballot clearly sets forth the voter's intent to place the identified vote.

  6. The voter has no other valid ballots on the same decision.

A valid ballot is a ballot, correctly submitted, that has not been withdrawn. During the voting period of an Agoran decision, an entity CAN by announcement withdraw (syn. retract) a ballot that e submitted on that decision. To "change" one's vote is to retract eir previous ballot (if any), then submit a new one.

History

208/13Resolving Agoran DecisionsPower 3

The vote collector for an unresolved Agoran decision CAN resolve it by announcement, indicating the outcome. If it was required to be initiated, then e SHALL resolve it in a timely fashion after the end of the voting period. To be valid, this announcement must satisfy the following conditions:

  1. It is published after the voting period has ended.

  2. It clearly identifies the matter to be resolved.

  3. It specifies the number of voters (or a list of the voters). For these purposes and for determining quorum, a "voter" is someone who submitted a ballot on the decision that was valid when it was submitted and also valid (i.e. not withdrawn or otherwise invalidated) at the end of the voting period.

  4. It specifies the outcome, as described elsewhere, and, if there was more than one valid option, provides a tally of the voters' valid ballots.

Each Agoran decision has exactly one vote collector, defaulting to the initiator of the decision. If the vote collector is defined by reference to a position (or, in the default case, if the initiator was so defined), then the vote collector is the current holder of that position.

This rule takes precedence over any rule that would provide another mechanism by which an Agoran decision may be resolved.

In general, changes to the gamestate due to the outcome of an Agoran decision take effect when the decision is resolved.

History

955/26Determining the Will of AgoraPower 3

Each Agoran decision has a voting method, which determines how voters may vote on it and how to calculate the outcome. The strength of a ballot is the voting strength of the voter who cast it on that Agoran decision.

  1. For an AI-majority decision, let F be the total strength of all valid ballots cast FOR a decision, A be the same for AGAINST, and AI be the adoption index of the decision. The outcome is ADOPTED if F/A >= AI and F/A > 1 (or F>0 and A=0), otherwise REJECTED.

  2. For an instant runoff decision, the outcome is whichever option wins according to the standard definition of instant runoff. For this purpose, a ballot of strength N is treated as if it were N distinct ballots expressing the same preferences. In case multiple valid options tie for the lowest number of votes at any stage, the vote collector CAN and must, in the announcement of the decision's resolution, select one such option to eliminate; if, for M > 1, all eir possible choices in the next M stages would result in the same set of options being eliminated, e need not specify the order of elimination. If an entity that is part of a valid vote is not a valid option at the end of the voting period, or disqualified by the rule providing for the decision, then that entity is eliminated prior to the first round of counting.

  3. For a first-past-the-post decision, the outcome is whichever option received the highest total strength of valid ballots. In case of a tie, the vote collector CAN and must, in the announcement of the decision's resolution, select one of the leaders as the outcome.

The previous notwithstanding:

  • If there is more than one option, and the number of voters is less than the quorum of that decision, the outcome is instead FAILED QUORUM.

  • If there are no valid options, the outcome is null.

The outcome of a decision is determined when it is resolved, and cannot change thereafter.

History

879/35QuorumPower 2

Each Agoran Decision has a quorum. This is a number set when the decision is created, and thereafter cannot be changed. When a person initiates an Agoran Decision, that person SHALL state the quorum of that decision. However, incorrectly stating the quorum of a decision does not invalidate the initiation, nor does it actually change the quorum of the decision.

The quorum that an Agoran Decision gains as it is created can be defined by other rules of power 2 or greater. If no other rule defines the quorum of an Agoran Decision, the quorum for that decision is equal to 2/3 of the number of voters on the Agoran Decision to adopt a proposal that had been most recently resolved at the time of that decision's initiation, the whole rounded to the nearest integer (breaking ties upward).

As an exception to the previous paragraph, the quorum of an Agoran Decision can never be less than 2. If the rules would attempt to set the quorum of an Agoran Decision to less than 2, it is set to 2 instead.

History

2422/4Voting StrengthPower 3

The voting strength of an entity on an Agoran decision is an integer between 0 and 5 inclusive, defined by rules of power 2 or greater. If not otherwise specified, the voting strength of an entity on an Agoran decision is 3.

When multiple rules set or modify an entity's voting strength on an Agoran decision, it shall be determined by first applying the rule(s) which set it to a specific value, using the ordinary precedence of rules, and then applying the rules, other than this one, which modify it, in numerical order by ID. Finally, if the result of the calculation is not an integer, it is rounded up, and then if it is outside the allowable range of values for voting strength, it is set to the the minimum value if it was less and the maximum value if it was more.

History

2127/11Conditional VotesPower 3

A conditional vote on an Agoran decision is a vote which indicates a vote based on some condition(s). A conditional vote is evaluated at the end of the voting period and, rules to the contrary notwithstanding, is clearly specified if and only if the value of the condition(s) is/are determinate at the end of the voting period. If the conditional is clearly specified, and evaluates to a valid vote, it is counted as that vote; otherwise, it is counted as PRESENT.

Any vote which is clearly expressed as a conditional, e.g. "FOR if <X> is true, AGAINST otherwise", is a valid conditional vote that evaluates as specified.

A vote endorsing another person is equivalent to a conditional vote evaluating to the vote specified in that person's valid ballot on the decision, if any.

For an instant runoff decision, a vote consisting of a list, one or more entries of which are valid conditional votes, and the remaining entries of which are valid options, is a valid conditional vote. Such a vote is evaluated by evaluating each conditional entry to a list of votes (or an empty list, if it evaluates to PRESENT either directly or indirectly), and then concatenating those lists with the specified valid options in the order they occurred in the original vote.

History

2168/7Extending the voting periodPower 1

Whenever the voting period of an Agoran decision would end, and the result would be FAILED QUORUM, the length of the voting period for that decision is instead increased to 14 days, except if it is already that length, provided this has not already happened for the decision in question.

Upon such an occurrence, the vote collector for the decision SHALL issue a humiliating public reminder naming the slackers who have not yet cast any votes on it despite being eligible, and CAN end its voting period by announcement (resolving it constitutes an implicit announcement that its voting period is first ended) if the result would no longer be FAILED QUORUM, or if the decision is whether to adopt a proposal and no voter (other than possibly the proposal's author) has voted FOR.

History

1950/33Decisions with Adoption IndicesPower 3

Adoption index is an untracked switch possessed by Agoran decisions and proposals, whose value is either "none" (default) or an integral multiple of 0.1 from 1.0 to 9.9.

Adoption index is secured with a power threshold of 2.

Adoption index is an essential parameter of an Agoran decision if that decision has an adoption index.

For any Agoran decision with an adoption index, the voting method is AI-majority.

History

2034/10Vote Protection and Cutoff for ChallengesPower 3

A public message purporting to resolve an Agoran decision constitutes self-ratifying claims that

  1. such a decision existed,

  2. it had the number of voters indicated,

  3. it was resolved as indicated, and

  4. (if the indicated outcome was to adopt a proposal) such a proposal existed, was adopted, and took effect.

History

Offices & Reporting

Players who hold offices have control over and track various different mechanics. These rules govern the special responsibilities that officers have.

1006/42OfficesPower 2

Officeholder is an office switch tracked by the ADoP, with possible values of any person or "vacant" (default). An officer is the holder of an office, who may be referred to by the name of that office. If the holder of an office is ever not a player, it becomes vacant.

An imposed office is an office described as such by the rule defining it. All others are elected. A person CANNOT be made the holder of an elected office without eir explicit or reasonably implied consent.

A holder of an elected office who did not become its holder by winning an election, and has not won an election for that office since, is an interim holder. An elected office that is either vacant or has an interim holder is an interim office.

The holder of an elected office CAN resign it by announcement, causing it to become vacant. The non-interim holder of an elected office CAN, With 3 Support, resign the office while appointing another player to become the holder of the office, provided that other player is one of the Supporters. Any player CAN cause an office to become vacant without 2 objections.

When a proposal takes effect and creates a new office, if the proposal does not specify otherwise, the author of that proposal becomes the holder of the office.

History

2154/52Election ProcedurePower 2

A player CAN initiate an election for a specified office:

a) With 2 Support, if either the office is interim or the most recent election for that office was resolved more than 90 days prior, and provided that the initiator becomes a candidate in the same message.

b) By announcement, if e is the ADoP and if the office is interim, or if e is the holder of that office.

The above notwithstanding, an election for an office CANNOT be initiated if one is already in progress.

When an election is initiated, it enters the nomination period, which lasts for 4 days. After an election is initiated and until nominations close, any player CAN become a candidate by announcement. A candidate ceases to be a candidate if e ceases to be a player during the election or if holding the office would make em Overpowered.

An election is contested if it has two or more candidates at the end of the nomination period, and uncontested otherwise. For a contested election, nominations close at the end of the poll's voting period. For an uncontested election, nominations close at the end of the nomination period.

In a timely fashion after the nomination period ends, the ADoP CAN and SHALL:

1) If the election is contested, initiate an Agoran decision to select the winner of the election (the poll). For this decision, the Vote Collector is the ADoP, the valid options are the candidates for that election (including those who become candidates after its initiation), and the voting method is instant runoff. When the poll is resolved, its outcome, if a player, wins the election. If the outcome is not a player, the election ends with no winner.

2) If POSSIBLE per the following paragraph, end the election immediately.

If at any point an uncontested election has a single candidate, then any player CAN declare them the winner of the election by announcement. If at any point an uncontested election has no candidates, then any player CAN declare the election ended with no winner by announcement.

When a player wins an election, e is installed into the associated office and the election ends.

History

2573/0ImpeachmentPower 2

A player CAN be expelled (impeached) from a specified elected office which e holds with 2 Agoran Consent. When a person is impeached from an office, an election is immediately opened for that office. Players SHOULD NOT use this method of removal unless the officer has abused the powers of eir office or otherwise shown emself unworthy the trust of Agora.

History

2160/19DeputisationPower 3

A player (the deputy) CAN perform an action ordinarily reserved for an office-holder as if e held the office if

  1. the rules require the holder of that office, by virtue of holding that office, to perform the action (this requirement is fulfilled by the deputy performing the action);

  2. it would be POSSIBLE for the deputy to perform the action, other than by deputisation, if e held the office;

  3. either (i) a time limit by which the rules require the action to be performed has expired or (ii) the office is vacant;

  4. either (i) the office is vacant, (ii) the aforementioned time limit expired more than fourteen days ago, or (iii) the deputy announced between two and fourteen days earlier that e intended to deputise for that office for the purposes of the particular action; and

  5. the deputy, when performing the action, announces that e is doing so by deputisation or by temporary deputisation

When a player deputises for an elected office, e becomes the holder of that office, unless the action being performed would already install someone into that office, and/or unless the deputisiation is temporary.

History

2138/24The Associate Director of PersonnelPower 1

The Associate Director of Personnel (ADoP) is an office; its holder is responsible for keeping track of officers.

The ADoP's report includes the following:

  1. The date of the last change (if any) to each office's Officeholder.
  2. The current status of the ongoing election for that office or, if there is no ongoing election for that office, the date on which the last election ended
  3. For filled elected offices, whether or not the holder is interim.
History

2472/2Office IncompatibilitiesPower 2

Some pairs of office are incompatible:

  1. Prime Minister and Speaker

  2. Promotor and Assessor

  3. Assessor and ADoP

  4. Referee and Arbitor

A player is Overpowered if e holds two offices which are incompatible with each other. Rules to the contrary notwithstanding, a player CANNOT be installed into an office if doing so would make em Overpowered.

If a player is Overpowered, any player CAN Demand Resignation from em by announcement, provided e has announced intent do to so between four and fourteen days earlier. The Overpowered player is then removed from all offices.

History

2143/27Official Reports and DutiesPower 1

For each person:

  1. If any task is defined by the rules as part of that person's weekly duties, then e SHALL perform it at least once each week. If any information is defined by the rules as part of that person's weekly report, then e SHALL maintain all such information, and the publication of all such information is part of eir weekly duties.

  2. If any task is defined by the rules as part of that person's monthly duties, then e SHALL perform it at least once each month. If any information is defined by the rules as part of that person's monthly report, then e SHALL maintain all such information, and the publication of all such information is part of eir monthly duties.

Any information defined by the rules as part of a person's report, without specifying which one, is part of eir weekly report. Failure of a person to perform any duty required of em within the allotted time is the Class-2 crime of Tardiness.

An official duty for an office is any duty that the Rules specifically assign to that office's holder in particular (regardless of eir identity).

A person SHALL NOT publish information that is inaccurate or misleading while performing an official duty, or within a document purporting to be part of any person or office's weekly or monthly report.

Reports SHALL be published in plain text. Tabular data must line up properly when viewed in a monospaced font. Publishing a report that deviates from these restrictions is the Class 2 Crime of Making My Eyes Bleed.

Officers SHOULD maintain a publicly visible copy of their reports on the World Wide Web, and they SHOULD publish the address of this copy along with their published reports.

A convergence is any change to the gamestate that has, in accordance with the rules, been designated as such. A change to the gamestate SHOULD NOT be designated as a convergence unless it is designed to resolve gamestate ambiguity. Designating a change as a convergence is secured; any player CAN do so with 3 Agoran Consent. When officeholders provide historical information, they NEED NOT accurately document the changes made by the convergence or related ambiguities, provided that they instead note that the convergence occurred. Information about a convergence (but not the resulting state) is inherently uncertain and is thus excluded from self-ratification.

History

2379/0No News Is Some NewsPower 1

If the rules define a report as including a list, then while that list is empty, that report includes the fact that it is empty.

History

Documents

Documents are little bits of text that can be ratified, therefore modifying the gamestate slightly.

1551/19RatificationPower 3.1

A public document is part (possibly all) of a public message.

When a public document is ratified, rules to the contrary notwithstanding, the gamestate is modified to what it would be if, at the time the ratified document was published, the gamestate had been minimally modified to make the ratified document as true and accurate as possible; however, if the document explicitly specifies a different past time as being the time the document was true, the specified time is used to determine the minimal modifications. Such a modification cannot add inconsistencies between the gamestate and the rules, and it cannot include rule changes unless the ratified document explicitly and unambiguously recites either the changes or the resulting properties of the rule(s). If no such modification is possible, or multiple substantially distinct possible modifications would be equally appropriate, the ratification fails.

An internally inconsistent document generally cannot be ratified; however, if such a document can be divided into a summary section and a main section, where the only purpose of the summary section is to summarize information in the main section, and the main section is internally consistent, ratification of the document proceeds as if it contained only the main section.

Text purportedly about previous instances of ratification (e.g. a report's date of last ratification) is excluded from ratification. The rules may define additional information that is considered to be part of the document for the purposes of ratification; such definitions are secured at a Power Threshold of 3.

Ratifying a public document is secured with power threshold 3.

History

2202/6Ratification Without ObjectionPower 3

Any player CAN, without objection, ratify a public document, specifying its scope.

Ratification Without Objection CANNOT cause the repeal, amendment, enactment, or mutation of any Rule, rules to the contrary notwithstanding.

A player SHALL NOT knowingly use or announce intent to use Ratification Without Objection to ratify a (prior to ratification) document containing incorrect or Indeterminate information when a corrected document could be produced with reasonable effort, unless the general nature of the document's error and reason for ratifying it is clearly and plainly described in the announcement of intent. Such ratification or announcement of intent to ratify is the Class-8 Crime of Endorsing Forgery.

History

2201/7Self-RatificationPower 3

A public document defined by the rules as self-ratifying is ratified when it is continuously undoubted for one week.

A doubt is an explicit public challenge via one of the following methods, identifying a document and explaining the scope and nature of a perceived error in it:

  1. An inquiry case, appropriate for questions of legal interpretation.

  2. A claim of error, appropriate for matters of fact. The publisher of the original document SHALL (if e was required to publish that document) or SHOULD (otherwise) do one of the following in a timely fashion:

    1. Deny the claim (causing it to cease to be a doubt).

    2. Publish a revision.

    3. Initiate an inquiry case regarding the truth of the claim (if the subject is actually a matter of law), or cite a relevant existing inquiry case.

History

Justice

So you've broken a rule. Now what? This section describes Blots, the main method of punishment for Agorans.

2556/0PenaltiesPower 3

Rules to the contrary notwithstanding, an impure person CANNOT win the game.

The voting strength of a player on an Agoran Decision is reduced by 1 for every 3 blots in eir possession.

A player CAN, with 7 days notice, deregister (exile) a specified player (the outlaw) who has more than 40 blots.

History

2555/2BlotsPower 2

Blots are an indestructible fixed currency with ownership restricted to persons. A person with 1 or more blots is Impure, a person with 0 blots is Pure. An impure unregistered person is a Fugitive.

To Levy a Fine of N on a person, where N is a positive integer, is to grant em N blots. To expunge a blot is to destroy it.

Levying fines and destroying blots are each secured with a power threshold of 1.7.

The Referee is an office, and the recordkeepor for blots.

If a player has neither gained blots nor expunged any blots from emself in the current Agoran week, e CAN expunge 1 blot from emself by announcement.

At the beginning of each quarter, half (rounded down) of each fugitive's blots are destroyed.

History

2478/9Vigilante JusticePower 1.7

A player CAN by announcement, but subject to the provisions of this rule, Point eir Finger at a person (the perp) who plays the game, citing an alleged violation of the rules by that person.

When a player Points a Finger, the investigator SHALL investigate the allegation and CAN, in a timely fashion, SHALL conclude the investigation by:

  • Imposing the Cold Hand of Justice on the perp, as described elsewhere; or

  • if e believes that no rules violation occurred or that it would be ILLEGAL or INEFFECTIVE to levy a fine for it, announcing the Finger Pointing to be Shenanigans.

The Referee is by default the investigator for all Finger Pointing. When a Finger, other than the Arbitor's, is Pointed over an allegation related to the official duties or powers of the Referee, then the Arbitor CAN, by announcement, take over the investigation and thereby become the investigator.

The Referee CANNOT Point eir Finger. The Arbitor CANNOT Point eir Finger at the Referee.

History

2479/5Official JusticePower 1.7

The Referee CAN, subject to the provisions of this rule, impose Summary Judgment on a person who plays the game by levying a fine of up to 2 blots on em. Summary Judgement is imposed on the Referee's own initiative, and not in response to any official proceeding.

The Referee CANNOT impose Summary Judgement more than three times a week.

History

2557/1Removing BlotsPower 1.7

When the rules authorize an investigator to impose the Cold Hand of Justice for a violation, e CAN do so by levying a fine on the perp with a minimum of 1 and a maximum of 2x the base value of the violation, within the following guidelines:

  • If the violation is described by the rules as a Class N crime, then N is the base value; otherwise the base value is 2.

  • The fine SHOULD be reduced to the degree that the violation is a minor, accidental, and/or inconsequential infraction.

  • The fine SHOULD be increased to the degree that the violation is willful, profitable, egregious, or an abuse of an official position.

Optionally, in the same message in which e imposes justice, the investigator CAN specify that the violation is forgivable, specifying up to 10 words to be included in an apology. If the investigator does so, the perp CAN, in a timely fashion, expunge P blots from emself, where P is the minimum of the value of the fine and 3, by publishing a formal apology of at least 200 words and including all the specified words, explaining eir error, shame, remorse, and ardent desire for self-improvement.

History

2531/4Referee AccountabilityPower 2

Any attempt to levy a fine is INEFFECTIVE if:

(1) it does not include value of the fine in blots, the name of the person being fined (the perp), and the specific reason for the fine;

(2) it attempts to levy a fine on a person for an action or inaction which e (more likely than not) did not commit;

(3) it attempts to levy a fine for an action or inaction which is not prohibited by the rules;

(4) it attempts to levy a fine with a value that is blatantly and obviously unsuited to the conduct which constitutes the reason for its levy or to the person on whom it is being levied;

(5) it attempts to levy a fine (i) by summary judgement more than 14 days after the action constituting the reason for the fine or (ii) based upon the investigation of of a Finger that had been Pointed more than 14 days after the action constituting the reason for the fine;

(6) it attempts to levy a fine on a player for failing to take an action within the time period set by the Rules and that time period had expired (i) more than 14 days prior to the attempted fine, if the attempted fine is imposed by summary judgement or (ii) more than 14 days prior to the Pointed Finger, if the fine is imposed based on an investigation of such Finger;

(7) it attempts to levy a fine on a player who has already been fined for the conduct constituting the reason for the levy; or

(8) it attempts to levy a fine on a zombie for an action that its master performed on its behalf.

If the Referee attempts to levy three or more INEFFECTIVE fines in a week, any player CAN, with two support, issue a writ of Impartial Arbitration Restoration, immediately making the position of Referee vacant. When a writ of Impartial Arbitration Restoration is issued, the ADoP SHALL initiate an election for the Referee within a timely fashion.

History

Calls for Judgement

What if there is a rule conflict? What if we can't decide what a rule means? Well then, it's time to call a CFJ.

991/30Calls for JudgementPower 2

Any person (the initiator) can initiate a Call for Judgement (CFJ, syn. Judicial Case), specifying a statement to be inquired into by announcement.

When a person initiates a Call for Judgement, e CAN optionally bar one person from the case by announcement.

At any time, each CFJ is either open (default), suspended, or assigned exactly one judgement.

The Arbitor is an office, responsible for the administration of justice in a manner that is fair for emself, if not for the rest of Agora.

Judge is an untracked CFJ switch with possible values of any person or "unassigned" (default). To "assign" a CFJ to a person is to flip that CFJ's judge to that person. To "remove" or "recuse" a person from a being the judge of a CFJ is to flip that CFJ's judge from that person to unassigned.

When a CFJ's judge is unassigned, the Arbitor CAN assign any eligible player to be its judge by announcement, and SHALL do so in a timely fashion. The players eligible to be assigned as judge are all active players except the initiator and the person barred (if any). The Arbitor SHALL assign judges over time such that all interested players have reasonably equal opportunities to judge. If a CFJ has no judge assigned, then any player eligible to judge that CFJ CAN assign it to emself Without 3 Objections.

The Arbitor's weekly report includes a summary of recent judicial case activity, including open and recently-judged cases, recent judicial assignments, and a list of players interested in judging.

History

591/45Delivering JudgementsPower 1.7

When a CFJ is open and assigned to a judge, that judge CAN assign a valid judgement to it by announcement, and SHALL do so in a timely fashion after this becomes possible. If e does not, the Arbitor CAN remove em from being the judge of that case by announcement, and SHALL do so in a timely fashion after the time limit expires, unless the judge assigns a valid judgement in the mean time.

The valid judgements for an inquiry case are as follows, based on the facts and legal situation at the time the inquiry case was initiated, not taking into account any events since that time:

  • FALSE, appropriate if the statement was factually and logically false

  • TRUE, appropriate if the statement was factually and logically true

  • IRRELEVANT, appropriate if the veracity of the statement is not relevant to the game or is an overly hypothetical extrapolation of the game or its rules to conditions that don't actually exist, or if it can be trivially determined from the outcome of another (possibly still undecided) judicial case that was not itself judged IRRELEVANT

  • INSUFFICIENT, appropriate if the statement does not come with supporting arguments or evidence, and the judge feels as if an undue burden is being placed on em by the lack of arguments and evidence. A CFJ judged as INSUFFICIENT CAN and SHOULD be submitted again with sufficient arguments/evidence.

  • DISMISS, appropriate if the statement is malformed, undecidable, if insufficient information exists to make a judgement with reasonable effort, or the statement is otherwise not able to be answered with another valid judgement. DISMISS is not appropriate if PARADOXICAL is appropriate.

  • PARADOXICAL, appropriate if the statement is logically undecidable as a result of a paradox or or other irresovable logical situation. PARADOXICAL is not appropriate if IRRELEVANT is appropriate, nor is it appropriate if the undecidability arises from the case itself or in reference to it.

History

911/54Motions and MootsPower 1.7

If a judgement has been in effect for less then seven days and has not been entered into Moot, then:

  • The judge of that CFJ CAN self-file a Motion to Reconsider the case by announcement, if e has not already self-filed a Motion to Reconsider that CFJ.
  • Any Player CAN group-file a Motion to Reconsider the case with 2 Support, if the CFJ has not had a Motion to Reconsider group-filed for it at any time while it has been assigned to its current judge.

When a Motion to Reconsider is so filed, the case is rendered open again.

If a CFJ has a judgement assigned, a player CAN enter that judgement into Moot with N+2 support, where N is the number of weeks since that judgement has been assigned, rounded down. When this occurs, the CFJ is suspended, and the Arbitor is once authorized to initiate the Agoran decision to determine public confidence in the judgement, which e SHALL do in a timely fashion.

For this decision, the vote collector is the Arbitor and the valid options are AFFIRM, REMAND, and REMIT. When the decision is resolved, the effect depends on the outcome:

  • AFFIRM, FAILED QUORUM: The judgement is reassigned to the case, and cannot be entered into Moot again.

  • REMAND: The case becomes open again.

  • REMIT: The case becomes open again, and the current judge is recused. The Arbitor SHALL NOT assign em to the case again unless no other eligible judges have displayed interest in judging.

History

2175/9Judicial Retraction and ExcessPower 1

A new case is a judicial case that has not had any judge assigned to it. The initiator of a new case CAN retract it by announcement, thus causing it to cease to be a judicial case.

An excess case is a new case whose initiator previously initiated five or more cases during the same week as that case. A person SHALL NOT initiate an excess case. The Arbitor CAN refuse an excess case by announcement, thus causing it to cease to be a judicial case. When e does so, e fulfills any obligations with regards to that case.

History

2492/3RecusalPower 1

A judge CAN recuse emself from a CFJ e is assigned to by announcement. When a judge recuses emself from a CFJ, then

  • the CFJ becomes unassigned;

  • the recused judge becomes ineligible to be assigned as a judge

  • for a week; and

  • the recused judge SHOULD suggest another judge for the CFJ to

  • make the Arbitor's job easier.
History

2246/6Submitting a CFJ to the RefereePower 2

When a person initiates a Call for Judgement, e CAN, optionally, submit it to the Referee by announcement. All persons are ENCOURAGED to submit a case to the Referee only when there is a good reason not to let it be processed by the Arbitor as usual.

When a CFJ is submitted to the Referee, the Referee receives all obligations and powers for the specific case that the Arbitor would otherwise receive due to being Arbitor. This takes precedence over Rules that would otherwise assign duties and powers regarding a judicial case to the Arbitor.

History

Obligations & Contracts

Agreements, promises, treaties, whatever you call them. This section contains rules which can bind players to obligations, in the form of Pledges and Contracts.

2471/1No FakingPower 1

A person SHALL NOT make a public statement that is a lie. A statment is a lie if its publisher either knew or believed it to be not to be true at the time e published it (or, in the case of an action, not to be effective), and it was made with the intent to mislead. Merely quoting a statement does not constitute making it for the purposes of this rule. Any disclaimer, conditional clause, or other qualifier attached to a statement constitutes part of the statement for the purposes of this rule; the truth or falsity of the whole is what is significant.

The previous provisions of this rule notwithstanding, a formal announcement of intent is never a lie.

History

2450/5PledgesPower 1.7

If a Player makes a clear public pledge (syn. Oath) to perform (or refrain from performing) certain actions, then breaking the pledge within the pledge's time window is the Class N crime of Oathbreaking, where N is 2 unless the pledge explicitly states otherwise. The time window of a pledge is 60 days, unless the pledge explicitly states otherwise.

If breaking the pledge harms specific other parties, the Referee SHOULD solicit the opinion of those parties in determining an appropriate fine.

History

2466/1Acting on BehalfPower 3

When a rule allows one person (the agent) to act on behalf of another (the principal) to perform an action, that agent CAN perform the action if it is POSSIBLE for the principal to do so, taking into account any prerequisites for the action. If the enabling rule does not specify the mechanism by which the agent may do so, then the agent CAN perform the action in the same manner in which the principal CAN do so, with the additional requirement that the agent must, in the message in which the action is performed, uniquely identify the principal and that the action is being taken on behalf of that person.

A person SHALL NOT act on behalf of another person if doing so causes the second person to violate the rules. A person CANNOT act on behalf of another person to do anything except perform a game action; in particular, a person CANNOT act on behalf of another person to send a message, only to perform specific actions that might be taken within a message.

When an action is performed on behalf of a principal, then the action is considered for all game purposes to have been performed by the principal, unless a rule specifically states that it is treated differently for some purpose, in which case it is treated as described by that rule.

Allowing a person to act on behalf of another person is secured at power 2.0. This rule takes precedence over any rule that would prohibit a person from taking an action, except that it defers to any rule that imposes limitations specifically on actions taken on behalf of another person.

History

2519/0ConsentPower 3

A person gives consent (syn. consents) to an action when e, acting as emself, publicly states that e agrees to the action. This agreement may be implied, but only if it is reasonably clear from context that the person wanted the agreement to take place.

History

1742/21ContractsPower 2.5

Any group of two or more consenting persons (the parties) may make an agreement among themselves with the intention that it be binding upon them and be governed by the rules. Such an agreement is known as a contract. A contract may be modified, including by changing the set of parties, by agreement between all existing parties. A contract may also terminate by agreement between all parties. A contract automatically terminates if the number of parties to it falls below two. It is IMPOSSIBLE for a person to become a party to a contract without eir agreement. For the purposes of this rule, agreement includes both consent and agreement specified by contract.

Parties to a contract governed by the rules SHALL act in accordance with that contract. This obligation is not impaired by contradiction between the contract and any other contract, or between the contract and the rules.

A party to a contract CAN perform any of the following actions as permitted by the contract's text:

  • Act on behalf of another party to the contract.

  • By announcement, revoke destructible assets from the contract.

  • By announcement, take liquid assets from the contract.

History

Assets

Assets are things players can own. This section describes how that works.

2166/28AssetsPower 3

An asset is an entity defined as such by a document that has been granted Mint Authority by the Rules (hereafter the asset's backing document), and existing solely because its backing document defines its existence. An asset's backing document can generally specify when and how that asset is created, destroyed, and transferred.

The rules collectively have Mint Authority. Contracts have Mint Authority. A rule defined asset is public; one defined by a contract is private.

The recordkeepor of a class of assets is the entity (if any) defined as such by, and bound by, its backing document. That entity's report includes a list of all instances of that class and their owners. This portion of that entity's report is self-ratifying.

For a class of assets to be "tracked by" an entity is for that entity to be its recordkeepor.

History

2576/0OwnershipPower 3

Each asset has exactly one owner. If an asset's backing document restricts its ownership to a class of entities, then that asset CANNOT be gained by or transferred to an entity outside that class, and is destroyed if it is owned by an entity outside that class. The restrictions in the previous sentence are subject to modification by its backing document. By default, ownership of an asset is restricted to Agora, players, and contracts.

If an asset would otherwise lack an owner, it is owned by the Lost and Found Department. Rules to the contrary notwithstanding, the Lost and Found Department can own assets of every type. Assets owned by the Lost and Found Department can be transferred or destroyed by any player without objection.

History

2577/2Asset ActionsPower 3

An asset generally CAN be destroyed by its owner by announcement, subject to modification by its backing document. An indestructible asset is one defined as such by its backing document, and CANNOT be destroyed except as explicitly specified by its backing document; any other asset is destructible.

For an entity to earn an asset is for that asset to be created in that entity's possession. To grant an entity an asset is to create it in eir possession.

For an entity to lose an asset is for that asset to be destroyed from that entity's possession. To revoke an asset from an entity is to destroy it from that entity's possession.

For entity A to take an asset from entity B is to transfer it from entity B to entity A.

An asset generally CAN be transferred (syn. given) by announcement by its owner to another entity, subject to modification by its backing document. A fixed asset is one defined as such by its backing document, and CANNOT be transferred; any other asset is liquid.

When a rule indicates transferring an amount that is not a natural number, the specified amount is rounded up to the nearest natural number.

History

2578/1CurrenciesPower 3

A currency is a class of asset defined as such by its backing document. Instances of a currency with the same owner are fungible.

The "x balance of an entity", where x is a currency, is the number of x that entity possesses. Where it resolves ambiguity, the asset or currency being referred to is the currency designated as the official currency of Agora, if there is one.

History

2579/0Fee-based ActionsPower 3

If the Rules associate payment of a set of assets (hereafter the fee for the action; syns: cost, price, charge) with performing an action, that action is a fee-based action.

If the fee is a non-integer quantity of a fungible asset, the actual fee is the next highest integer amount of that asset.

To perform a fee-based action, an entity (the Actor) who is otherwise permitted to perform the action must announce that e is performing the action; the announcement must specify the correct set of assets for the fee and indicate intent to pay that fee for the sole purpose of performing the action.

Upon such an announcement:

  • If the Rules specify a recipient for the fee, and the Actor CAN transfer that specified fee from emself to the recipient, then that fee is transferred from the Actor to the recipient and the action is performed simultaneously;

  • If the Rules do not specify a recipient, and the Actor CAN destroy the specified fee in eir possession, then that fee in eir possession is destroyed and the action is performed simultaneously.

  • Otherwise, no changes are made to asset holdings and the action is not performed.

If the Rules define a fee-based action but the specified set of assets is the empty set, then the action can be performed by announcement, but the announcement must include that there is an (empty or 0) fee for the action.

History

Economics

The economic landscape changes quickly in Agora. No matter what name we give to them, though, they all function similarly. This section only describes the core mechanics. Any other economic subsystems are described elsewhere.

2456/6The TreasurorPower 1

The Treasuror is an office.

The Treasuror's weekly report includes the list of all public classes of assets.

History

2483/13EconomicsPower 2

Coins are the official currency of Agora and are tracked by the Treasuror. They can be owned by Agora, players, and contracts.

A player CAN win the game by paying a fee of 1,000 Coins.

History

2496/13RewardsPower 1

A player CAN, by announcement, earn the set of assets associated with a reward condition exactly once in a timely fashion each time e fulfills it, provided the announcement specifies the action that e performed and the amount of assets e earns as a result.

Below is a list of reward conditions and their associated assets.

  • Being the author of an adopted proposal: a number of coins equal to ((the total number of valid ballots cast FOR the decision - the total number of valid ballots cast AGAINST) times the adoption index of the result) rounded up.

  • Judging a CFJ that e was assigned to without violating a time limit to do so: 5 coins.

  • Publishing a duty-fulfilling report: 5 coins. For each office, this reward can only be claimed for the first weekly report published in a week and the first monthly report published in a month.

  • Resolving an Agoran Decision on whether to adopt a proposal, provided that no other Agoran Decision on whether to adopt that or any other proposal had been resolved earlier in that Agoran week: 5 coins.

  • Having a Thesis pass peer-review and be granted a Degree based on its merit: 20 coins

History

2559/6PaydaysPower 2

Whenever a Payday occurs, the following events happen in order:

  1. Each player first earns 10 coins; then

  2. For each office, if a single player held that office for 16 or more days in the previous month and no unforgivable fines were levied on em for eir conduct in that office during that time, that player earns 5 coins.

The occurrence of Paydays is secured. At the beginning of each month, a Payday occurs.

History

2499/6Welcome PackagesPower 1

If a player has not received a Welcome Package since e most recently registered, any player CAN cause em to receive one by announcement.

When a player receives a Welcome Package, e earns 10 coins.

History

2585/1Birthday GiftsPower 1

It is considered to be a player's Agoran Birthday on the anniversary of the day e first registered. If the day a player first registered is unknown, that player CAN, with Agoran Consent, declare a day to be eir Agoran Birthday. As long as the day a player first registered remains unknown, it is considered to be eir Agoran Birthday on the anniversary of the day e most recently declared as eir Agoran Birthday. Every time it is a player's Agoran Birthday, each of the other players CAN grant em 3 coins by announcement.

Players are ENCOURAGED to announce their Agoran Birthdays.

History

Auctions

If you want to give out assets, this is the section to look at.

2545/2AuctionsPower 2

An Auction is a way for entities to give away items in exchange for a currency. Any rule CAN permit or require Auctions to be initiated.

Each Auction has one or more lots of items. A lot is a non-empty list of items to be transferred to a single recipient.

Each Auction has an Auctioneer. All rules permitting Auctions to be initiated should specify an entity to be Auctioneer. If no Auctioneer is specified, the default Auctioneer is Agora.

Each Auction has an Announcer. Only persons can be Announcers. If the Auctioneer of an Auction is a player, then that player is also the Announcer of that Auction. Otherwise, the rule defining an Auction CAN define the Announcer for that Auction.

History

2549/4Auction InitiationPower 1

An entity authorized by a rule to initiate an Auction CAN do so by announcement. If the rule specifies that that entity MUST do so, that entity SHALL do so in a timely fashion. An Auction CANNOT be initiated other than as described by a rule.

An Auction CANNOT be initiated unless the announcer specifies all of

  • the Auction's lots, in the order they will be awarded,

  • the items in each lot,

  • the Auction's Auctioneer,

  • the Auction's Announcer,

  • the Auction's minimum bid, and, optionally

  • the Auction's currency

in the message initiating the Auction. An Auction also CANNOT be initiated unless the Auctioneer is able to give away each item in each of the Auction's lots.

If no currency is specified, it defaults to the official currency of Agora.

History

2550/1BiddingPower 1

A person authorized to bid on an Auction CAN do so by announcement, specifying the amount of the Auction's currency to bid. A bid placed on an Auction before it is initiated, or after it has ended, is INEFFECTIVE.

An attempt to place a bid which is less than the Auction's minimum bid is INEFFECTIVE.

A person CAN withdraw their bid on an Auction by announcement. If a person submits a bid on an Auction, all bids previously placed on that Auction by that person are withdrawn.

A rule defining an Auction CAN specify a class of players who are authorized to bid on that Auction. If the rule does not specify a class of authorized bidders, any player is authorized to bid on an Auction defined by a rule.

A person SHALL NOT bid on an Auction if it would be impossible for em to pay that amount at the conclusion of the Auction.

History

2551/2Auction EndPower 1

An Auction ends 7 days after its initiation, or immediately if no bid has been placed or withdrawn in the last 96 hours, or immediately if it is terminated.

When an Auction ends, any bid placed by an entity which does not own enough of the Auction's currency to pay the amount specified in the bid is automatically withdrawn.

Once an Auction has ended, any further attempts to bid on that Auction or to withdraw bids from that Auction are INEFFECTIVE.

Once the Auction has ended, the Auction's announcer SHALL announce the end of the Auction in a timely fashion. In the same message, e SHALL include the a list of all the bids on the Auction and the winner(s) (if there are any) of the Auction.

A person's priority on an Auction is their position in the list of persons who have bid on the Auction, sorted by the value of their non-withdrawn bids in descending order. If two persons have placed non-withdrawn bids for the same value, a player who placed their non-withdrawn bid first has a higher priority than a player who placed their non-withdrawn bid at a later time.

For each lot in the Auction, the winner of that lot is the player with the highest priority on the Auction who has not won any previous lot. If there are more lots than there are persons with non-withdrawn bids, the excess lots are not won by any person.

The winner of a lot SHALL pay the Auctioneer the number of the Auction's currency equal to eir bid, in a single payment, in a timely fashion. When e does so, if the auctioneer CAN transfer the items in that lot to that winner at will, e immediately does so; otherwise, e SHALL do so in a timely fashion.

History

2552/0Auction TerminationPower 1

Any player CAN terminate an Auction, by announcement, if the Auction has not ended and the Auctioneer of that Auction cannot transfer any item included in a lot in that Auction.

When an Auction is terminated, all bids on that Auction are withdrawn, and then the Auction ends immediately.

History

2584/0Free AuctionsPower 1

A player who is not the Auctioneer of an existing Auction specified by this rule CAN, by announcement, initiate an auction with emself as the Announcer and Auctioneer.

History

The Undead

A silly mechanic describing what happens after you become inactive.

2532/3ZombiesPower 2

Master is a secured player switch with possible values of any player, and Agora. Every player's default master is emself; rules to the contrary notwithstanding, a player CAN always flip eir own master to emself by announcement.

A player whose master is not emself is a zombie (syn. inactive); all other players are active. A zombie's master, if another player, is allowed to act on behalf of the zombie (i.e. as the zombie's agent), except a master CANNOT act on behalf of a zombie to:

A zombie's master CAN flip that zombie's master switch to Agora by announcement.

If a master causes a zombie to perform an ILLEGAL action, the master commits the Class 4+N Crime of Masterminding (where N is the class of the illegal action).

If a active player who was a zombie has not received a Welcome Package since e most recently ceased being a zombie, and if eir resale value was less than 2 at any point during eir most recent time as a zombie, then any player CAN cause em to receive a Welcome Package by announcement.

History

2574/2Zombie Life CyclePower 3

Any player CAN, with Notice, flip the master switch of an active player who has not made a public announcement in the past 60 days to Agora.

Resale value is a secured natural switch for zombies, tracked by the Registrar, with a default value of 2. Whenever a zombie's master switch is flipped to a player other than emself, eir resale value is decreased by 1. At the end of a zombie auction, every zombie that is an excess lot in that auction has eir resale value decreased by 1.

A zombie with a resale value of 0 CANNOT have eir master switch flipped to a player other than emself, rules to the contrary notwithstanding.

Any player CAN, with Notice:

  • If a zombie has been a zombie for the past 90 days and not had Agora for a master during any of that time, flip the zombie's master switch to Agora;
  • If a player is master to more than one zombie, flip the master switch of one of that master's zombies to Agora;
  • Deregister a zombie whose master is Agora and who has a resale value of 0.

The Registrar SHALL track the date that each zombie last belonged to Agora in eir weekly report. The Registrar SHALL perform all POSSIBLE actions in the preceding paragraph in a timely fashion after first reporting their possibility via the facts in eir weekly report.

History

1885/9Zombie AuctionsPower 2

Whenever a zombie (1) has Agora for a master, (2) is not a lot in an ongoing auction, (3) has a resale value greater than 0, and (4) has not been won as an auction lot in the past 14 days, then the Registrar CAN put that zombie (along with any other zombies that fulfill the same conditions) up for auction.

In a timely fashion after the beginning of each month, the Registrar SHALL either initiate such an auction or, if no zombies meeting these conditions existed at the beginning of the month, announce that no such auction is necessary.

For such an auction, the lots are the qualifying zombies, ordered at the discretion of the Registrar. The Registrar is the announcer, and the minimum bid is 1. Rules to the contrary notwithstanding, the master of a zombie CANNOT bid in a zombie auction. If a player becomes a zombie's master, all eir bids in zombie auctions that have not ended are withdrawn. For the purpose of such a auction, to transfer a zombie to a player is to set that zombie's master switch to that player.

Rules to the contrary notwithstanding, if a player's master switch is flipped while a zombie auction in which e is a lot is ongoing, then the winner of that lot NEED NOT pay Agora eir bid and Agora CANNOT and NEED NOT transfer the contents of the lot to the winner.

History

Spaaace!

A subgame of Agora based on traveling around the galaxy and having Space Battles with each other.

2588/0SectorsPower 1

Sectors are entities; each Sector has an ID number, which is (the number of existent sectors that were created before it + 1).

Creating, destroying or altering Sectors is secured.

If no Spaceship is in a particular Sector, then that Sector is "empty"; otherwise it is "occupied".

Two Sectors are "adjacent" if their IDs differ by exactly 1.

History

2589/0Galaxy MaintenancePower 1

Ideal Sector Count is the number of Spaceships plus two.

If there are ever fewer Sectors than the Ideal Sector Count, then the Astronomor CAN by announcement and SHALL in a timely fashion create a new Sector.

If there are ever more Sectors than the Ideal Sector Count, then the Astronomor CAN by announcement and SHALL in a timely fashion destroy an empty Sector.

Violation of this rule is the Class-3 Crime of Galaxy Neglect.

History

2590/0The AstronomorPower 1

The Astronomor is an office. The Astronomor's weekly report includes, in addition to any information required by other rules, a list of all Sectors and their ID numbers.

History

2591/1SpaceshipsPower 1

Spaceships are a class of fixed asset, tracked by the Astronomor, with ownership restricted to players. The following are Spaceship switches, tracked by the Astronomor:

  • Location (possible values any Sector, defaulting to the Sector with the lowest ID number);

  • Armour (an integer switch limited to values less than or equal to 10).

A Spaceship is "in" its Location. For a Spaceship to "move" to a Sector is for its Location to be flipped to that Sector. When a player registers, a Spaceship is created in eir possession. When a Spaceship is created, it immediately moves to the lowest-numbered empty Sector, if any.

A Spaceship with an Armour of 0 or less is "Defeated". A Spaceship is "Pilotable" if it is neither Defeated nor engaging in a Space Battle.

Any player CAN, by announcement, spend a coin to increase the Armour of a Pilotable Spaceship e owns by 1. This is called "Repairing" the Spaceship.

History

2592/0Spaceship EnergyPower 1

Energy is a fixed currency, tracked by the Astronomor, with ownership restricted to Spaceships. If a Spaceship's Energy balance exceeds 20, any excess Energy it possesses is destroyed.

When a Spaceship is created, 20 Energy is created in its possession.

At the start of each Agoran day, each Pilotable Spaceship gains 2 Energy. Any player also CAN, by announcement, pay 2 coins to grant a Pilotable Spaceship e owns 1 Energy.

Any player CAN, by announcement, cause a Pilotable Spaceship e owns to pay 1 Energy to move to a Sector adjacent to its Location.

History

2593/3Space BattlesPower 1

Two players are "allied" if they agree to be allied or if one is the master of the other; otherwise they are "opponents". For the purposes of this rule, agreement includes both consent and agreement specified by contract.

A player who owns a Pilotable Spaceship in the same Sector as one of eir opponents' Pilotable Spaceships CAN, by announcement, initiate a Space Battle between the two Spaceships. These two players are the "combatants" of the Space Battle, and the two Spaceships are then "engaging" in the Space Battle until it is resolved.

A Space Battle CANNOT be initiated if either of the two involved Spaceships has been engaging in a Space Battle within the last 24 hours or if the prior Space Battle the spaceship initiating the Space Battle has been in was against the spaceship it is attacking.

The resolver for a Space Battle is the player highest in the following list at the time of the Space Battle's initiation who is not a combatant in the Space Battle:

1) the Astronomor; 2) the Arbitor; 3) the Prime Minister; 4) the non-combatant active player who has least recently registered.

For the initiation of a Space Battle to be EFFECTIVE, the initiator must correctly specify the resolver.

In a timely fashion after a Space Battle is initiated, the combatants SHOULD each once communicate to the resolver the amount of Energy they wish to spend in the battle, via any method that cannot be understood by the other combatant until e has also fulfilled this obligation. For example:

  • by publishing a salted cryptographic hash, and revealing its text after the other combatant has also communicated the Energy e will spend;
  • by sending the amount to the resolver in a private message;
  • by publishing the amount, if the other combatant has already communicated the Energy e will spend.

For the resolver to reveal the Energy a combatant is spending before both combatants have made their decisions is the Class-5 Crime of Violating General Relativity.

After both combatants have communicated the Energy they will spend, or if the time limit to do so has expired, the resolver CAN, and SHALL in a timely fashion, resolve the Space Battle by announcing the changes in each Spaceship's Energy balance and Armour (described below), and the Winner (if any) of the Space Battle.

When a Space Battle is resolved:

1) N Energy is revoked from each Spaceship, where N is the lesser of the Spaceship's Energy balance and the amount of Energy decided on by the Spaceship's owner, or 0 if the Spaceship's owner failed to do so; 2) each Spaceship's Armour is decreased by X, where X is the lesser of the Spaceship's Armour and the amount of Energy revoked from the other Spaceship; 3) the Winner of the Space Battle is the combatant, if any, whose Spaceship's Armour was reduced by a smaller amount than the other Spaceship's.

History

2594/0FamePower 1

Fame is an integer player switch tracked by the Astronomor, limited to values between -10 and 10 inclusive. Players with positive Fame are "Famous", and those with negative Fame are "Infamous".

If a player is the Winner in a Space Battle against an Infamous player, eir Fame is increased by 1. Likewise, if a player is the Winner in a Space Battle against a Famous player or one with a Fame of 0, eir Fame is decreased by 1.

Any player whose Fame is either 10 or -10 CAN win the game With 2 Days Notice.

History

Politics

This is a subgame of Agora built around advising and manipulating twenty politicians to do your will.

2533/1Political PartiesPower 2

There are 5 Parties, in order:

  • Platonic Isolationists
  • New Punchbowl Reformers
  • Costume Conservatives
  • Substance Use Liberals
  • Official Raving Monster Looney Party

Politicians are entities; each Politician has a name and an associated Party. Politicians exist only as specified by the rules. Creating, altering, or destroying Politicians is secured.

If there are ever fewer than 20 Politicians, then the Clork CAN by announcement and SHALL in a timely fashion create a new Politician, specifying eir Party and name. The Party must be selected at random from:

  • If any Party has fewer than 3 Politicans, the Party or Parties with the fewest.
  • Otherwise, the Parties with fewer than 5 Politicians.
History

2534/1ClorkPower 2

The Clork is an office. The Clork's weekly report includes:

  • a list of all Politicans with their names and Parties.
  • the assignment of Policies to Parties.
History

2535/1Echelon FormsPower 2

Posts are entities. Holder is a Post switch, tracked by the Clork, with possible values all Politicians and none (default). No Politician can hold more than one Post at a time. Each Post is in an Echelon, which has an associated Rank. The Echelons, and their Posts and Ranks, are as follows:

Chamber of Power (Rank 5):

  • Host Upper Echelon (Rank 3):
  • Planner
  • Enforcer
  • Organizer
  • Creep Row Echelon (Rank 1):
  • Schmoozer
  • Decorator
  • Loner
  • Drunk
  • Mystery
  • Wild One
  • Hat Rack

Each Politician who holds a Post is in the Echelon of that post; other Politicians are in the Row-Reduced Echelon, which has Rank 0. Likewise, the Rank of a Post or Politician is the Rank of their Echelon.

If a rule provides that a Post can take an action, then the Advisor of the holder of that Post CAN take that action. If there is no such player, and the Post is required to take that action, then the Clork CAN do it prior to any deadline for its performance. After a deadline for a Post to perform an action, any player CAN take it.

History

2536/1Taken Under AdvisementPower 2

Advisor is a Politician switch, tracked by the Clork, with possible values all players and none (default). For each Politician, Influence over <Politician> is a natural player switch, tracked by the Clork.

A player CAN, by announcement, spend Favours in a Politician's Party to gain Influence over that Politican, depending on the Politician's Echelon:

  • Chamber of Power: 3 Favours for 2 Influence
  • Upper Echelon: 1 Favour for 1 Influence
  • Row Echelon: 2 Favours for 3 Influence
  • Row-Reduced Echelon: 1 Favour for 2 Influence

If a player has more Influence over a given Politician than any other player, e can Advise that Politican by announcement. When e does so, if no other player Advises the same Politician later in the same Agoran week, then at the start of the next Agoran week, that player becomes that Politician's Advisor.

History

2537/1BalloonsPower 2

Balloons are a fixed currency, tracked by the Clork, with ownership restricted to players. Creation or destruction of balloons is secured.

At the start of each Agoran week, after Advisors are flipped:

  • For each player, if e owns more Balloons than e was awarded by this procedure at the start of the previous week, any excess Balloons are destroyed.
  • Each player is awarded Balloons equal to the sum of the Ranks of the Politicians for which e is Advisor.
  • The Decorator's Advisor, if any is awarded one additional Balloon.

A player CAN, by announcement, spend a Balloon e owns to increase eir voting strength on a specified Agoran Decision, other than one with an adoption index of 3 or higher, by 1.

A player CAN, by announcement, spend Balloons equal to the sum of the Ranks of all Posts in order to win the game. Upon doing so, all eir Influence switches are set to 0.

History

2538/1Party FavoursPower 2

For each Party, there is a currency called Favours in that Party. Ownership of Favours is tracked by the Clork. Ownership of Favours is restricted to players.

A player CAN, by announcement, spend 3 Favours in a single Party to award another player 2 Favours in that Party.

A player CAN, by announcement, spend 3 Favours in a single Party to gain a Favour in another specified Party.

History

2539/1RetirementPower 2

Stress Level is a natural Politician switch, tracked by the Clork. At the start of each Agoran week, each Politician's Stress Level is increased by eir Rank. If, after this procedure, a Politician's Stress Level is 20 or greater, the Politician announces retirement and is destroyed at the beginning of the following Agoran week. The Clork SHALL announce this fact in a timely fashion.

History

2540/2Political ElectionsPower 2

For each Post, Vote for <Post> is a secured Politician switch tracked by the Clork, with possible values all Politicians and undecided (default). For each Politician, the player (if any) advising that politician CAN by announcement flip that Politician’s Vote switch.

The voting strength of a Politician for a Post is defined as follows:

  • For an election for Host, Politicians have strength equal to their Rank.
  • For an election for an Upper Echelon Post, the Host has strength 4, and Upper Echelon Politicians have strength 2.
  • For an election for a Row Echelon Post, the Host has strength 3, Upper Echelon Politicians have strength 2, and Row Echelon politicians have strength 1.
  • The Organizer has voting strength 1 greater than e would have based on the above.

The eligible Politicians in an election for a Post are all Politicians in the highest non-empty Echelon below that of the Post up for election. The number of votes cast for an eligible Politician in an election is the sum of voting strengths for that Post of all Politicians whose Vote for that Post is the eligible Politician; the number of votes cast for a Politician that is not eligible is 0.

An election for a Post is resolvable if that Post is vacant, there is a single Politician with the most votes in that election, and either at least four days have passed since either the vacancy or since its previous occupant Announced Retirement, whichever was first, or if the leader has more votes than the Policitian with the second-most, plus the total voting strength of all undecided Politicians in that election. When an election for a Post is resolvable, any player CAN, by announcement, end the election and install the winning Politician (which must be specified or else the announcement is INEFFECTIVE) into the Post.

If a Post is vacant and either has been so for seven days or more than eleven days have passed since its previous holder Announced Retirement, then a player advising a Politician with the most votes, or if no such player exists, the Clork, CAN and SHALL, in a timely fashion, by announcement end the election and install one of the Politicians with the most votes into the Post.

When an election for a Post ends, all Vote switches for that Post are set to undecided.

History

2586/0Party PolicyPower 2

There are 5 Policies, in order:

  • Justice: interested in seeing justice served
  • Efficiency: interested in seeing official duties performed
  • Legislation: interested in seeing proposals passed
  • Participation: interested in seeing votes cast
  • Economy: interested in economic activity

At any time, each Policy is held by exactly one Party. The assignments must be in cyclic order of their definitions, wrapping from bottom to top. For example, if the Platonic Isolationists hold Participation as their Policy, then the New Punchbowl Reformers hold Economy, the Costume Conservatives hold Justice, and so on.

At the start of each Agoran month, the Planner CAN and SHALL, in a timely fashion, by announcement, select a new assignment of Policies to Parties (specifying the Policy of one Party is sufficient, since it implies the remainder). E CANNOT specify either of the assignments used in the previous two months.

History

2542/3Favour AwardsPower 1

The following officers CAN by announcement award Favours in the listed Parties only to the extent required by rule.

  • Arbitor and Referee: the Party holding Justice.
  • ADoP: the Party holding Efficiency.
  • Assessor: the Parties holding Legislation and Participation.
  • Clork: all Parties.

When a player judges a CFJ, the Arbitor SHALL, in a timely fashion, award that player 3 Favours in the Party holding Justice. When a player's Finger-Pointing results in a player being fined one or more blots, or when the Referee issues Summary Judgement, the Referee SHALL in a timely fashion award 2 Favours in the Party holding Justice to the responsible player.

Complexity is an office switch, tracked by the ADoP, with values 0, 1 (default), 2, and 3. The ADoP CAN, without 2 Objections, set the Complexity of an office. As part of eir weekly duties, the ADoP SHALL award to each officeholder a number of Favours in the Party holding Efficiency equal to the Complexity of that Office.

Whenever the Assessor resolves an Agoran decision:

  • If the decision was to adopt a proposal, and it was ADOPTED, e SHALL immediately award the proposal's author a number of Favours in the Party holding Legislation equal to the proposal's AI, rounded up.
  • For each voter who voted on that Agoran decision and did not already receive this type of award earlier in the same Agoran week, e SHALL award that player 2 Favours in the Party holding Participation.

Any player CAN spend 2 coins to gain a Favour in the Party holding Economy.

As part of eir weekly duties, the Clork SHALL award, to the Advisor of a Politician holding one of the below Posts, 3 Favours in the corresponding Party:

  • Loner: Platonic Isolationists
  • Drunk: New Punchbowl Reformers
  • Mystery: Costume Conservatives
  • Wild One: Substance Use Liberals
  • Hat Rack: Official Raving Monster Looney Party
History

2543/1Post PowersPower 2

The Creep CAN by announcement, but no more than once per Agoran week, increase eir own Stress Level by 1 in order to increase the Stress Level of another specified Politician by 2.

The Schmoozer CAN by announcement, but no more than once per Agoran week, change the Party of a specified other Politician to the next Party in order, wrapping around.

The Enforcer CAN, no more than once per week, with Support from at least one other Politician not in the Row-Reduced Echelon, remove a specified Row Echelon Politician from eir Post. E must specify the supporting Politician when doing so, or it is INEFFECTIVE. Upon doing so, both the Enforcer and supporting Politician's Stress Levels are increased by 1.

History

Victory & Karma

All games have winners, and Agora is no exception. If you're interested in getting some serious bragging points among the Agorans, this is the right place to look.

2449/3Winning the GamePower 3

When the Rules state that a person or persons win the game, those persons win the game; specifically they win the Round that ends with the indicated win. Agora itself does not end and the ruleset remains unchanged. The Herald is then authorized to award those persons the Patent Title of Champion once, by announcement.

History

2465/0Victory by ApathyPower 0.3

A player CAN Declare Apathy without objection, specifying a set of players. Upon doing so, the specified players win the game.

History

2510/4Such is KarmaPower 1

Karma is a person switch tracked by the Herald in eir Weekly Report. Karma is an Integer switch. Agora also has an instance of the Karma switch.

A player CAN publish a Notice of Honour. For a Notice of Honour to be valid, it must:

  1. Be clear that it is a Notice of Honour, and be the first valid Notice of Honour that player has published in the current week;

  2. Specify any other player or Agora to gain karma, and provide a reason for specifying that player; and

  3. Specify any player or Agora to lose karma, and provide a reason for specifying that player.

  4. Not result in Agora's karma moving farther away from 0.

When a valid Notice of Honour is published, the entity specified to gain karma has eir karma increased by one, and the entity specified to lose karma has eir karma decreased by one. Raising one entity's karma while lowering another's in this manner is considered to be a "transfer" of karma.

A player's positions in Court are defined as follows:

  • Any player with a karma of 5 or greater is a Samurai.

  • Any player with a karma of -5 or less is an Gamma.

  • The Samurai with the highest karma (if any) is the Shogun.

  • The Gamma with the lowest karma (if any) is the Honourless Worm.

Each player's positions in Court are part of of the Herald's Weekly Report.

History

2511/2Karmic BalancePower 1

In a timely fashion after the beginning of each Quarter, the Herald CAN and SHALL by announcement, perform the following tasks in order:

  1. Halve (rounding towards 0) the Karma of every Unregistered person.

  2. Set the Karma of Agora such that the sum of all Karma switch instance values in the game is equal to 0.

History

2553/0Win by ParadoxPower 1

If a CFJ about the legality or possibility of a game action, has been assigned a judgment of PARADOXICAL continuously for at least 7 days, and e has not done so already in respect of that CFJ, then that case's initiator CAN, by announcement, win the game.

A player who wins in this fashion SHOULD submit a proposal to prevent the paradox from arising again.

History

Awards

Even if it's not a win, there are still a good few opportunities to win bragging points, like Ribbons and Patent Titles.

2438/9RibbonsPower 3

The Tailor is an office, and the recordkeepor of Ribbons.

Ribbon Ownership is a person switch, tracked by the Tailor in eir monthly report, whose values are the subsets of the set of types of Ribbon, defaulting to the empty set. If the rules are amended to change the types of Ribbon, if a player's Ribbon Ownership is subsequently illegal, then it is updated by removing all nonexistent types rather than resetting the entire value to default.

To "award a person a <Ribbon type>" is to add that type of Ribbon to that person's Ribbon Ownership. A person "owns a <Ribbon type>" if that type of Ribbon is an element of eir Ribbon Ownership.

While a person qualifies for a type of Ribbon, any player CAN, by announcement, award em that type of Ribbon. A person qualifies for a type of Ribbon if e has earned that type of Ribbon within the preceding 7 days (including earlier in the same message) and has not owned that type of Ribbon within the preceding 7 days.

While a person owns all types of Ribbon, that person can Raise a Banner by announcement. This causes that person to win the game. That person's Ribbon Ownership becomes the empty set.

The types of Ribbon, and the methods of obtaining them, are as follows:

Red (R): When a proposal is adopted and changes at least one rule with Power >= 3, its proposer earns a Red Ribbon.

Orange (O): When a proposal is adopted via an Agoran Decision on which no valid ballots were AGAINST (after evaluating conditionals), its proposer earns an Orange Ribbon.

Green (G): While a person has held an elected office continuously for 30 days, and has not failed to perform any duties of that office within the appropriate time limits during those 30 days, that person qualifies for a Green Ribbon.

Cyan (C): When a person deputises for an office, that person earns a Cyan Ribbon.

Blue (B): When a person assigns a judgement to a CFJ, and has never violated a time limit to assign a judgement to that CFJ, that person earns a Blue Ribbon.

Magenta (M): During Agora's Birthday, each person who has publicly acknowledged the fact qualifies for a Magenta Ribbon.

Ultraviolet (U): When a person is awarded the Patent Title Champion, that person earns an Ultraviolet Ribbon.

Violet (V): When a person is awarded a Patent Title other than Champion or a degree, that person earns a Violet Ribbon.

Indigo (I): When a person is awarded a degree, that person earns an Indigo Ribbon.

Platinum (P): The Speaker qualifies for a Platinum Ribbon.

Lime (L): A person qualifies for a Lime Ribbon if three or more proposals adopted in the preceding 7 days had that person as a coauthor.

White (W): A player qualifies for a White Ribbon if e has never previously owned a White Ribbon (including under previous rulesets). A player who has been registered for at least 30 days and has never caused another person to gain a White Ribbon (including under a previous ruleset) CAN award a White Ribbon to another person by announcement.

Black (K): This rule does not specify any methods of obtaining Black Ribbons.

Gray (A): The Tailor CAN award a Gray Ribbon by announcement, unless e has done so earlier in the month. E is ENCOURAGED to award such a Ribbon in the same message in which e publishes eir monthly report.

Transparent (T): A person qualifies for a Transparent Ribbon while the number of other types of Ribbon that that person qualifies for and/or has earned within the previous 7 days is at least 5.

History

2480/2FestivalsPower 2.1

Festivity is a singleton switch, whose possible values are integers ranging from 0 inclusive to the number of defined types of Ribbon exclusive, and defaulting to 0. While Agora's Festivity is 0, Festivity is tracked in the Tailor's monthly report. Otherwise, it is tracked in the Tailor's weekly report. Changes to Festivity are secured.

If Agora's Festivity has had the same nonzero value for 14 days or more, or if it has a nonzero value and fewer than 5 players are Festive, then any player CAN flip it to 0 by announcement.

A player who owns at least N types of Ribbon CAN Start a Rank N Festival, where N is an integer greater than Agora's Festivity, with 4 Support from players who own at least N types of Ribbon. Upon doing so, Agora's Festivity is flipped to N. Exception: A player CANNOT do so if Agora's Festivity has had a value greater than or equal to N within the past 21 days.

A person who owns a number of types of Ribbon equal to or greater than Agora's Festivity is known as Festive. Other persons are not Festive.

History

2481/1Festival RestrictionsPower 2.1

While Agora's Festivity is nonzero, the following apply:

  1. Non-Festive players are never considered Supporters of a dependent action;

  2. Non-Festive players cannot flip the Imminence of any proposal;

  3. Quorum for Agoran Decisions is equal to half the number of Festive players, rounded up;

  4. Each Festive player has the maximum possible voting strength. All other players have the minimum possible voting strength.

While Agora's Festivity is zero, the paragraphs above have no effect and are ignored.

History

649/40Patent TitlesPower 1.5

A Patent Title is a legal title given to a person in recognition of the person's distinction. The Herald is an office; its holder is responsible for tracking Patent Titles in eir monthly report.

Awarding or revoking a Patent Title is secured at power 1. A person permitted and enabled to award (revoke) a Patent Title SHALL do so in a timely fashion after the conditions authorizing em to do so are announced, unless there is an open judicial case contesting the validity of those conditions.

The Herald CAN award a specified Patent Title to a specified player With 2 Agoran Consent.

If a player publicly petitions that the Herald award a patent title to another player for a specified reason, the Herald SHALL respond in a timely fashion by either attempting to grant an appropriate patent title or explaining publicly why no patent title is warranted.

History

2415/0BadgesPower 1.5

A Badge is any patent title with the word 'badge' as part of its name. A badge SHOULD be used to award multiple persons for participating in specific event of note within Agora. Any player CAN award a badge that does not yet exist to three or more persons simultaneously, with Agoran Consent. The Herald CAN award an existing badge to persons Without Objection.

History

1367/19DegreesPower 3

Certain patent titles are known as degrees. The degrees are

  • Associate of Nomic (A.N.)
  • Bachelor of Nomic (B.N.)
  • Master of Nomic (M.N.)
  • Doctor of Nomic History (D.N.Hist.)
  • Doctor of Nomic Science (D.N.Sci.)
  • Doctor of Nomic Philosophy (D.N.Phil.)

Degrees are ranked in the order they appear in this rule, with degrees listed later being ranked higher. A specific degree CANNOT be awarded to any person more than once.

A specified degree CAN be awarded with 2 Agoran Consent, and SHOULD only be awarded for the publication of an original thesis of scholarly worth (including responses to peer-review), published with explicit intent to qualify for a degree. The Herald SHOULD coordinate the peer-review process and the awarding of degrees.

History

2231/6Order of the Hero of Agora NomicPower 3

Heroic titles are Agora's premier patent titles of distinction, and CAN be awarded to persons for meritorious service only by a proposal of power 3 or greater, which SHOULD explain why those persons are qualified. Bearers of heroic titles (Heroes) constitute the Order of the Hero of Agora Nomic.

The Heroic titles in decreasing precedence are:

Grand Hero of Agora Nomic (GHAN) -- This title CAN be awarded to any person obviously and directly responsible for the existence of Agora and/or Nomic in general. As this title is the highest honour that Agora may bestow, a Bearer of this title OUGHT to be treated right good forever.

Hero of Agora Nomic (HAN) -- This title CAN be awarded to any person for outstanding meritorious service to Agora above and beyond the call of duty.

History

2581/1Official Patent TitlesPower 1

The following Patent Titles CAN be awarded by the indicated Officers with 2 Agoran Consent. In order to balance the history, dignity, spontaneity, and serendipity of the awards, the Herald, Speaker, and Prime Minister are STRONGLY ENCOURAGED to provide their support or objections, and reasons for doing so, reasonably quickly after any such intents are announced.

  • Tapecutter, awardable by the Rulekeepor to the author of an adopted proposal that significantly reduces, streamlines, or simplifies the ruleset.

  • Scamster, awardable by the Referee to any player who has shown great enthusiasm, persistence, or skill in the perpetrating of scams without breaking any Rules.

  • Hard Labor, awardable by the ADoP to any player who holds 2+ offices for 3+ continous months while performing eir official duties in a timely and conscientious manner that promotes the gameplay of the office.

  • MacGyver, awardable by the Assessor to the author of an adopted proposal that fixes serious bugs in the ruleset, especially if the fix uses existing rules text in novel and unexpected ways, or to a judge for similarly using rules text to resolve an apparent bug without the need for legislative action.

  • Bard, by Speaker the award should given be, to persons who publish repeated creative wit or poetry.

  • Necromancer, awardable by the Registrar to any player who makes such sufficient persistent legal use of zombies that rules need to be amended to prevent such practices.

  • Tycoon, awardable by the Treasuror to any player who executes a novel economic or contractual enterprise that has a significant impact on the game, especially if it involves leveraging synergies for win-win outcomes for the benefit of multiple players.

  • Helping Hand, awardable by any Officer to any person not holding that office who puts substantial labor into aiding in the duties of that office, without consideration of any other reward they might receive.

  • Tiger Team, awardable by any Officer to any player who points out a usable rules bug that would directly provide em with a strong game advantage if e used it, but proposes a fix without attempting to use the bug.

The Herald is also ENCOURAGED to proactively recommend or, as otherwise permitted, award these titles when appropriate, especially if the potential awardee is the officer emself.

History

2582/0Annual AwardsPower 1

April is hereby designated Awards Month.

The following Patent Titles CAN be awarded by the indicated Officers with 2 Agoran Consent, provided the intent to make the awards is announced during awards month, and the award is made to commemorate acts performed in the previous Agoran year. The full name of each awarded Patent Title is Title Below NNNN, where NNNN is the year each act was performed.

Each indicated Officer SHOULD award these titles to 1-2 persons each year, and SHOULD solicit an open call for nominations and discussion before making these awards. The Herald SHALL note any additional information indicated below as part of eir report of Patent Titles.

  • Silver Quill, awardable by the Promotor to the author of a proposal of outstanding merit and influence on the game (additional information: ID Number of the proposal).

  • Wooden Gavel, awardable by the Arbitor to the judge of a CFJ or series of CFJs with a strong and foundational impact on the judicial precedents of Agora (additional information: ID Numbers of the judgements).

  • Golden Glove, awardable by the Tailor to the player who made the most interesting, successful, and/or competitive series of moves while attempting to win or get substantially ahead in the game.

  • Employee of the Year, awardable by the ADoP to the persons who put the most persistent hard labor into keeping the game going through the performance of Officers' duties (additional information: offices held by the awardee during that year).

History

Leaders

Agora has a good few leaders, most of which are nothing more than sinecures. This section isn't all that important.

103/25The SpeakerPower 2

The Speaker is an imposed office and the figurehead leader of Agora.

The player or players who have most recently won the game are called Laureled. If at any time the office of Speaker is vacant, or when one or more players win Agora, then the Prime Minister CAN once appoint a Laureled player to the office of Speaker by announcement. Whenever the Prime Minister CAN appoint a Laureled player to the office of Speaker, e SHALL do so in a timely manner, except that the Prime Minister MAY defer appointing a new Speaker while there is pending one or more open CFJs that could plausibly determine or affect the question of whether a player is Laureled.

If the office of Speaker has been held continuously by the same person for 90+ days, then any player CAN appoint another player to the office with Support.

For an election of the Prime Minister, the Speaker has voting strength one greater than e would have if e did not hold the office.

History

104/0First SpeakerPower 3

The Speaker for the first game shall be Michael Norrish.

History

2423/3First Among EqualsPower 2

The Prime Minister is an office. The Prime Minister is elected by the players of Agora primarily on account of not being the other guy. The Prime Minister SHOULD ensure that Agoran affairs proceed smoothly.

The holder of the office of Prime Minister's voting strength is increased by 1 on all Agoran decisions other than a elections of the Prime Minister.

History

2463/0Motion of No ConfidencePower 1

Any player can cause the office of Prime Minister to become vacant with 2 Agoran Consent by publishing a message with the character string "MOTION OF NO CONFIDENCE" in the subject line.

History

2451/6Executive OrdersPower 2

Once per week and except as otherwise forbidden by this rule, the current Prime Minister CAN issue a Cabinet Order by announcement to perform the action(s) authorized by that Order.

Each Cabinet Order is associated with an office. The current Prime Minister CANNOT issue more than one Cabinet Order associated with the same office more than once in the same month, nor can e issue a Cabinet Order associated with a vacant office.

The available Cabinet Orders are:

  • Certiorari (Arbitor): The Prime Minister assigns emself as judge of a specified open case.

  • Dive (Referee): The Prime Minister levies a 2 Blot fine on a specified player. Rules to the contrary notwithstanding, the reason for the fine MAY be any grievance held by the Prime Minister, not necessarily a violation of the rules, against the person to whom the fine is levied.

  • Manifesto (Promotor): The Prime Minister distributes a specified proposal in the Proposal Pool.

History

2575/0The DistributorPower 3

The Distributor is an imposed office whose holder is generally responsible for the management of the primary Agoran fora. The holder CANNOT be changed except Without Objection or by proposal. Rules to the contrary notwithstanding, the Distributor's master switch CANNOT be flipped to be other than emself, and e CANNOT deregister or be deregistered.

History

Agoran Culture

Nothing in here is all that important. Mostly describes holidays and tournaments, and joke rules.

2327/1Read the Ruleset WeekPower 1

The first Agoran week each year which falls entirely in February is Read the Ruleset Week. Agorans are encouraged to read the ruleset during Read the Ruleset Week.

History

1727/21Happy BirthdayPower 1

WHEREAS, in June 1993, the world's only MUD-based nomic, Nomic World, had recently collapsed; yet, many of its players enjoyed nomic and did not wish to forego such a noble pursuit;

And WHEREAS, Originator Chuck Carroll therefore composed an Initial Ruleset for an email nomic, based on the Initial Rulesets of Peter Suber, inventor of Nomic, and on the Rulesets of Nomic World and other nomics,

And WHEREAS, a nomic thus rose like a phoenix from the ashes of Nomic World, played on the mailing list originally set up for discussion of Nomic World, and coming into existence at June 30, 1993, 00:04:30 GMT +1200, with a message sent by FIRST SPEAKER Michael Norrish, which read, in part,

"I see no reason to let this get bogged down; there are no precedents or rules that cover this situation, so I think we may as well begin directly.... Proposals for new rules are invited. In accordance with the rules, these will be published, numbered and distributed by me at my earliest convenience."

And WHEREAS, this nomic began as a humble and nameless nomic, known unofficially as yoyo, after the mailing list it was played on, until its Players, much later, gave it its OFFICIAL NAME of Agora,

And WHEREAS, Agora has now become the wisest, noblest, eldest, and most interesting of all active email nomics, due to the hard work and diligence of Agorans as well as the frequent advice of Agoraphobes,

And WHEREAS, Agorans desire to joyously commemorate Agora's founding,

BE IT THEREFORE RESOLVED that Agora's Birthday is defined to be the entire day of June 30, GMT +1200, of each year.

History

2464/4TournamentsPower 1

A Tournament is a sub-game of Agora specifically sanctioned to be initiated as a tournament by the Rules. The person who initiates a tournament is its Gamemaster. If a winner of a tournament is determined within within 3 months of its initiation, that person or persons win the game, otherwise the tournament concludes with no winner.

A Tournament is governed by set of regulations, created in accordance with its parent rule, which have binding control over those who freely consent to play the tournament and over the tournament itself. Once the tournament is concluded, these regulations cease to have any effect, and CAN be repealed by any player by announcement.

History

2566/0Free TournamentsPower 1

A player who is not the gamemaster of an existing tournament CAN initiate a sanctioned tournament with a specified set of regulations with 2 Agoran Consent. A tournament created using this method is called a Free Tournament. Rules to the contrary notwithstanding, only players CAN win the game via a free tournament.

A free tournament CAN be concluded with no winner without 3 objections. Tournaments SHOULD only be concluded in this manner if it is clear that its regulations are malformed or contrary to the tournament's intent or that it is IMPOSSIBLE for any player to win the tournament.

History

2495/2The Birthday TournamentPower 1

In a timely fashion after the start of June 1 of each year, the Herald SHALL propose a set of Regulations governing a Birthday Tournament for that year; the Herald CAN also delegate the responsibility for creating or running the tournament to another player, with that player's consent, by announcement.

The Birthday Tournament's regulations SHOULD be such that all persons who choose to participate have a fair chance of winning the tournament (according to its regulations), and a winner SHOULD be expected within 2-3 weeks following the tournament's initiation.

After adequate time for discussion of the Birthday Tournament's regulations, the Herald (or delegate) CAN initiate a sanctioned tournament, promulgating a specified, finalized set of tournament regulations, Without 3 Objections. This title may thereafter be amended only by the Herald or eir designee Without 3 Objections. The initiation SHOULD be timed to coincide with Agora's Birthday.

History

1769/15HolidaysPower 3

The period each year from midnight GMT on the morning of 24 December to the beginning of the first Agoran week to begin after 2 January is a Holiday.

The week that contains the beginning of Agora's Birthday, together with the following week, is a Holiday.

If a person breaks a Rule by missing a deadline that occurs during a Holiday, punishment is generally not appropriate.

History

2029/0Town FountainPower 4

                /\   /\
                / \ / \
                   T
                  his
                Power-04
         Rule (the first ever)
          was placed to honor
     The Agoran  Spirit Of The Game
     by G., Steve, Murphy, root
     and OscarMeyr, Scamsters. Look
     on our works, ye Marvy, but do
always Dance a Powerful Dance.  Hail Eris!
History