Last updated 11/21/2020, 10:44:59 PM

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

1698/6Agora 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 inseparable 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.

2633/0RulebendingPower 3

G. CAN, by announcement, make a Rulebender (defined as being an active player holding the patent title of Rulebender) into a Rulebending Magister, or make any entity cease being a rulebending magister. Changes to an entity's rulebending magister status are secured.

A rulebending magister CAN demonstrate a Rulebending Form by announcement, specifying a published document as being the form. When e does so, the form's power is set to the power of this rule, it takes effect as an ephemeral instrument, and then its power is set to 0. However, a rulebending form CANNOT apply any of the following changes:

  • rule changes;
  • the creation, destruction, or transfer of assets;
  • the flipping of switches;
  • the creation, modification, or termination of any pledge, promise, or contract;
  • the changing of an entity's rulebending magister status.

G. CAN cause this rule to repeal itself by announcement.

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.

869/47How to Join and Leave AgoraPower 3

Any entity that is or ever was an organism 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 secured person switch with values Unregistered (default) and Registered, tracked by the Registrar. 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

478/38ForaPower 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 secured forum switch with values Public, Discussion, and Foreign (default), tracked by the Registrar.

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. To "publish" or "announce" something is to send a public message whose body contains that thing. To do something "publicly" is to do that thing within a public message.

Where the rules define an action that a person CAN perform "by announcement", that 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

2139/17The 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.
History

1789/11Cantus 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 montly Reports.

The Player is deregistered as of the posting of the Writ, and the notation in the Registrar's monthly 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.

2152/8Mother, 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, POSSIBLE: 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

2125/12Regulated ActionsPower 3

An action is regulated by a body of law if (1) its performance is limited, allowed, enabled, or permitted by that body of law; (2) that body of law describes the circumstances under which it would succeed or fail; or (3) it would, as part of its effect, modify information for which some person bound by that body of law is required, by that body of law, to be a recordkeepor.

If a body of law regulates an action, then to the extent that doing so is within its scope, that body of law prevents the action from being performed except as described within it, including by limiting the methods to perform that action to those specified within it. A body of law does not proscribe any action which it does not regulate.

History

1023/40Agoran 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. The phrase "in an officially timely fashion" means "before the end of the next Agoran week". This time period is set when the requirement is created (i.e. between 7 and 14 days before the period ends).

  3. 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>").

  4. 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

1728/42Dependent 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

2595/2Performing 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 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

2124/27Agoran SatisfactionPower 3

A Supporter of an intent to perform an action is an eligible entity who has publicly posted (and not withdrawn) support 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 is to be performed without N objections or with N Agoran consent, 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

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

2162/13SwitchesPower 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. A Rule that designates a switch as "secured" (at a given power level) designates changes to the properties of that type of switch as secured (at that power level) and designates changes to the value of each instance of the switch as secured (at that power level).

"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 a type of switch is not explicitly designated as possibly-indeterminate by the rule that defines it, and if an action or set of actions would cause the value of an instance of that type of switch to become indeterminate, that 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

1688/10PowerPower 3

The Power of an entity is a non-negative rational number. A statute is a document 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 a Statute 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

2140/4Power Controls MutabilityPower 3

Rules to the contrary notwithstanding, 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 a statute with power greater than its own.

  3. set or modify any other substantive aspect of an instrument with power greater than its own except as otherwise provided in this rule. A "substantive" aspect of a statute is any aspect that affects the statute's operation.

An ephemeral instrument is bound by prohibitions and limitations specified in rules of lower power, unless it explicitly overrides those prohibition(s) as provided for in other rules.

History

2612/1Bodies of LawPower 3

A body of law is a collection of related instruments and bodies of law whose effects are collective and possibly interdependent, and which is defined as such by a body of law. The statutes of Agora form a body of law with unlimited scope, where each statute is a single instrument in that body of law. All other bodies of law are defined by a different body of law, in such a way as to be able to trace their origins back to the statutes of Agora. Two or more bodies of law may jointly define another body of law, but only each of them clearly expresses the intent to participate in a joint definition with each of the others. Otherwise, the definitions are separate, distinct, and unrelated.

A body of law is governed by all bodies of law which, directly or indirectly, participate in its definition, as well as any body of law specified as governing it by any of its governing law. A body of law is subordinate to the law that governs it, other than itself, and a body of law is superior to the law that it governs, other than itself. For greater certainty, rules to the contrary notwithstanding, the statutes of Agora govern all law and are governed by no law except themselves, and no body of law can be both subordinate to and superior to another.

With respect to interactions between separate bodies of law, a body of law is generally to be interpreted as acting harmoniously as a single whole. The precedence between, and organization of, instruments in a body of law are internal matters to that body of law and generally do not affect the effect of other bodies of law, except to the extent that they affect the body's operation as a whole.

The definition of a body of law includes the definition if its scope, being the areas of the game that it governs. By definition, the scope of a body of law is no greater than the union of the scopes of the bodies of law that define it, nor does it include anything which would bring it into direct conflict with superior law. To the extent that a body of law's scope is not explicitly defined by superior law, it is as broad as possible while excluding any effect on any substantive aspect of any body of law, besides itself, that it does not govern.

Every instrument is a direct member of exactly one body of law; if not specified in its definition, it is a body of law in itself. A given fixation of text may, however, be the text of multiple instruments, each in different bodies of law. The scope of an instrument is the scope of the body of law it forms a part of. To the extent that the provisions of an instrument are outside its scope, they are void and without effect.

History

2611/0InstrumentsPower 3

An instrument is a type of document, either ephemeral or enduring, that is defined as such by a body of law. An instrument's text, where otherwise permitted, can be amended from time to time.

Rules to the contrary notwithstanding, an instrument other than a statute CANNOT become binding on a person without eir willful consent, however, consent can be given by implication. In particular, consenting to be bound to an instrument can imply consent to be bound by amendments to it and consent to be bound by other instruments.

History

2613/0Effects of InstrumentsPower 3

An instrument's effect is defined by its text, as amended from time to time in accordance with the law governing its operation. A "substantive" aspect of an instrument is any aspect that affects the instrument's operation. If an instrument's text contains clearly marked comments then, they have no effect on its interpretation or operation except as that instrument itself specifies, although they remain part of its text. For the purposes of rules concerning the methods by which actions are performed, an instrument taking effect is such a method.

An enduring instrument is one that it is always taking effect, to the extent it is permitted to so by the Rules and any other applicable instruments. An enduring instrument is always speaking; uses of the present tense in an enduring instrument are interpreted contextually according to the applicable rules of interpretation.

An ephemeral instrument is one that takes effect only briefly, to effect a number of changes on the game. When it takes effect, the changes specified in its text are applied, provided that the instrument is not prohibited from doing so. Unless otherwise specified by the instrument or by its governing law, the provisions of an instrument are applied sequentially and independently, in the sense that the success or failure of each provision does not depend directly on the success or failure of any other provision.

An ephemeral instrument has no ongoing effect, except to the extent that the changes it makes have ongoing consequences. It cannot, except by way of an enduring instrument, extend or delay its own effect. An ephemeral instrument CAN, where explicitly permitted to do so by the law governing it, override the effect of an enduring instrument within its scope by modifying, suppressing, or postponing it. Such an override is INEFFECTIVE unless the nature and scope of the override are clearly specified either in the governing law or, where so authorized by the governing law, in the instrument itself.

An instrument or body of law is not, except where it specifies otherwise, bound by or restricted in any way by any subordinate law and implicitly overrides and takes precedence over all provisions, including outright prohibitions or definitions, of all subordinate law.

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.

2350/15ProposalsPower 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 coauthors (which must be persons other than the author).

  • An adoption index.

  • A chamber to which the proposal shall be assigned upon its creation.

Creating a proposal adds it to the Proposal Pool. Once a proposal is created, its text, author, and AI cannot be changed. The author (syn. proposer) of a proposal is the person who submitted it.

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

History

2622/3Pending ProposalsPower 1

Pended is an untracked negative boolean proposal switch.

Any player CAN pay 1 Pendant to flip the Pended switch of a specified proposal to True. If the player did not create the proposal and is not listed in the list of co-authors of the proposal, e is added to the list of co-authors. When e does so, the proposal becomes sponsored.

The Promotor CAN, with 2+X support, flip the Pended switch of a proposal in the Proposal Pool to true. For this, X is equal to the number of times e has done so in the past 7 days.

Any player CAN, without objection, flip the Pended switch of a proposal in the Proposal Pool to true.

A proposal with a Pended switch set to True is 'pending'.

History

2625/1Proposal RecyclingPower 1

If a referendum on a proposal was resolved as FAILED QUORUM in the last seven days, the Promotor CAN once recycle the proposal by announcement, adding it to the Proposal Pool and causing it to become pended.

History

2605/2MinistriesPower 2

A Ministry is an entity defined as such by this rule. Each Ministry has a goal. The Ministries of Agora, and their goals, are as follows:

A. Ministry of Compliance: Ensure players follow rules and voluntary agreements and receive appropriate sanctions when they do not. B. Ministry of Legislation: Enable and encourage gameplay related to the rules themselves. C. Ministry of Economy: Enable and encourage gameplay related to assets and currencies. D. Ministry of Legacy: Track and reward great Agoran achievements E. Ministry of Participation: Track information about the participation of people in Agora.

History

2606/3Proposal ClassesPower 2

Proposals created since the enactment of this rule have a secured untracked Class switch with possible values ordinary (the default) and democratic.

When a proposal with an adoption index greater than or equal to 3.0 is created, its class becomes democratic.

Any player CAN, with 2 Agoran consent, flip an ordinary proposal's class to democratic, provided that it is in the Proposal Pool or that there is an referendum on it whose voting period has not yet ended.

History

2607/5Proposal ChambersPower 2

Chamber is a a secured untracked ordinary proposal switch whose possible values include unset (the default) and each of the ministries of Agora.

A proposal's chamber SHOULD only be decided by which ministry's goals it effects to the greatest degree.

If the chamber of an ordinary proposal in the Proposal Pool is unset, the Promotor CAN set the chamber to a specified ministry by announcement. Any player CAN, with 2 Agoran consent, flip the chamber of an ordinary proposal to any ministry, provided that it is in the Proposal Pool or that there is an referendum on it whose voting period has not yet ended.

To refer a proposal to a ministry is to set the chamber of that proposal to the specified ministry.

History

1607/50DistributionPower 3

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

A referendum is the Agoran decision to determine whether to adopt a proposal. 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, coauthors, class and (if applicable) chamber of the proposal are essential parameters. Initiating a referendum 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, but SHALL NOT do so unless it is pending.

In a given Agoran week, the Promotor SHALL distribute each proposal that was in the Proposal Pool and pending at the beginning of that week, except for those excepted from automatic distribution by other rules, or those that are otherwise removed from the Pool.

If a proposal has been in the proposal pool for more than 7 days and is not pending, the Promotor CAN and SHOULD remove it from the Pool by announcement.

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

106/43Adopting ProposalsPower 3

When a referendum on a proposal is resolved, if the outcome is ADOPTED, then the proposal in question is adopted, its power is set to the minimum of four and its adoption index, it takes effect as an ephemeral instrument, and then its power is set to 0. This rule defers to rules that would prevent a proposal from taking effect.

A proposal CAN override the effect of any rule which it is capable of amending by specifying that it does so.

History

2623/3Popular Proposal Proposer PrivilegePower 1

For a referendum, let F be the total number of valid ballots resolving to FOR, A be the same for AGAINST, and T be the total number of valid ballots. The referendum's popularity is equal to (F - A)/T. The Assessor SHOULD publish the popularity of each referendum when resolving it.

The author of the most popular sponsored proposal adopted in the last 7 days CAN once earn one Legislative Card by announcement, provided that no referenda initiated in the same message as it remain unresolved. If there is a tie, all authors of the tied proposals can do so once each.

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.

2141/14Role and Attributes of RulesPower 3.1

A rule is an enduring statute. Every rule has a power between 0.1 and 4.0, inclusive. Rules to the contrary notwithstanding, it is IMPOSSIBLE to enact a rule with power outside this range, or to change the power of an existing rule to a nonzero value outside this range. The set of all currently-existing rules is called the ruleset.

Every rule shall have an ID number, distinct among current and former rules, to be assigned once by the Rulekeepor.

Every rule shall have a title to aid in identification. If a rule ever does not have a title, then 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

1030/13Precedence 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

105/21Rule ChangesPower 3

Where permitted by other rules, a statute 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 statute, defaulting to one if the enacting statute does not specify or if it specifies a power less than 0.1, and the maximum power permitted by other rules. The enacting statute 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 statute; 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 reenacting statute, a reenacted 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 reenacting statute is incapable of setting the reenacted rule's power to that value, then the reenactment 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

2493/8RegulationsPower 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 person CAN, with 2 Agoran consent, enact, amend, or repeal a regulation for which e is the Promulgator. Regulations are tracked by the Rulekeepor as part of eir weekly and monthly reports in a fashion similar to rules.

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

1681/23The 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 and thereafter maintain a reasonably accurate 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 coauthor(s) (if any).

History

2221/8Cleanliness and Tidy FilingPower 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.

Any player CAN refile a rule without objection, specifying a new title; the rule is retitled to the specified title by this rule.

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

2614/5Eclipse LightPower 3.01

An emergency message is one whose subject line contains the text "Emergency".

The Prime Minister CAN, in an emergency message and with 3 Agoran consent, enact, amend, or repeal Emergency Regulations, provided that the intent to do so was also contained in an emergency message. To the extent explicitly permitted by this rule, Emergency regulations are always taking effect.

Emergency Regulations CAN:

  • Extend any deadline provided for by any instrument other than this rule, including a deadline for an obligation to be met, or deadline prior to which an action must be performed in order to be valid, such as the end of voting period. Such an extension CANNOT cause the total time period, such as the time from when an obligation was created to the deadline or the whole of a voting period, to be more than double its original length.
  • Create, destroy, or transfer assets, or require or forbid their creation, destruction, or transfer.
  • Collectively, exercise Mint Authority
  • Cause one or more players to win Agora.
  • Appoint or remove officeholders.
  • Modify the Festivity.
  • Award Patent Titles not mentioned in any Rule and Badges.
  • Modify the Publicity of Fora.

The Prime Minister CAN, in an emergency message and with 4 Agoran Consent, provided that the intent to do so was also contained in an emergency message, Extend the Emergency.

If there is an Emergency Regulation that has existed for at least a month and the Prime Minister has not Extended the Emergency in the past month, any player CAN, with 7 days notice, cause this rule to repeal all Emergency Regulations.

If the Prime Minister has not sent a message to a public forum in the preceding four days, the Speaker CAN exercise eir powers under this rule as if e were the Prime Minister, and notwithstanding any rule that would prohibit a single player from holding both offices.

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

107/21Initiating 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. To be valid, the notice must clearly specify the following information:

  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.

A public notice purporting to initiate an Agoran decision is a self-ratifying attestation of the notice's validity.

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

208/14Resolving 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 EFFECTIVE, such an attempt 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

879/39QuorumPower 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 referendum that had been most recently resolved at the time of that decision's initiation, the whole rounded to the nearest integer.

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

2422/8Voting StrengthPower 3

The voting strength of an entity on an Agoran decision is an integer between 0 and 15 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 minimum value if it was less and the maximum value if it was more.

A player CAN Buy Strength by paying 1 Extra Vote and specifying a current Agoran decision on which e is a voter. For each time a player has Bought Strength on a decision, eir voting strength is 1 greater on that decision. If the decision is on a proposal, and the proposal's chamber and the player's focus are the same value, then eir voting strength is instead 2 greater on that decision. A player CANNOT Buy Strength for the same decision more than 3 times.

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

2168/9Extending 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.

Within four days of 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 a referendum on a proposal and no voter (other than possibly the proposal's author) has voted FOR.

History

1950/36Decisions with Adoption IndicesPower 3

Adoption index (AI) is an untracked switch possessed by Agoran decisions and proposals, secured at power 2. For decisions, the possible values are "none" (default) or integral multiples of 0.1 from 1.0 to 9.9. For proposals, the possible values are integral multiples of 0.1 from 1.0 to 9.9 (default 1.0).

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

2034/12Vote Protection and Cutoff for ChallengesPower 3

A public message purporting to resolve an Agoran decision is a self-ratifying attestation 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, if it had not previoiusly taken effect, 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.

1006/44OfficesPower 2

An Office is a position described as an Office by the Rules. 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

2630/1The Administrative StatePower 2

Each officer CAN, with 1.5 Agoran consent, enact, amend, or repeal eir own office's Administrative Regulations. If e has won an election for the office in the last 7 days, e CAN repeal them by announcement. Administrative Regulations have the following properties:

  1. An officer SHALL NOT violate eir office's administrative regulations in the discharge of eir office.
  2. Any player CAN act on behalf of an officer to exercise eir official powers as authorized by eir office's administrative regulations.
  3. All players SHOULD abide by an officer's administrative regulations in matters relating to eir area of responsibility.
History

2154/59Election ProcedurePower 2

A player CAN initiate an election for a specified elected 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. During the nomination period, a candidate CAN cease to be a candidate by announcement if there is at least one other candidate.

An election whose nomination period is complete is contested if it has two or more candidates, and uncontested otherwise. Nominations close at the end of the poll's voting period or when the election is ended, whichever comes first.

After the nomination period ends, the ADoP CAN and, in a timely fashion, 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 by announcement declare em the winner of the election, thereby causing em to win the election. 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

2573/1ImpeachmentPower 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

2160/22DeputisationPower 3

A player acting as emself (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 deputisation 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

2472/4Office 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.

A zombie is Overpowered if e holds one or more offices.

If a player is Overpowered, any player CAN, with Notice, Demand Resignation from em. When this occurs, each office that the Overpowered player holds becomes vacant.

History

2143/33Official 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).

An officer SHALL publish eir report in plain text, with tabular data lining 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 player CAN, by announcement, petition a specified officer to take a specified action; the officer SHALL publicly respond to the petition in a timely fashion.

History

2632/0ComplexityPower 1

Complexity is an office switch reflecting how complex it is to fulfill the duties of its office. Its possible values are all integers from 0 to 3 inclusive, where 1 is the default. It is tracked in the ADoP's weekly report. The ADoP CAN, with 2 Agoran consent, flip the complexity of an office.

History

2636/0The MinistorPower 1

The Ministor is an office, tasked with overseeing gameplay related to Ministries. The Ministor SHALL publish eir monthly report in a timely manner from the beginning of the month.

History

2637/1Office InterestsPower 2

Ministry Interest (or just Interest) is a secured office switch, tracked by the Ministor in eir monthly report, whose possible values are lists of ministries, defaulting to the empty list. The Ministor CAN flip an office's Ministry Interests without objection.

For each item of each office's Ministry Interest, that office's holder's voting strength is increased by 2 on proposals whose Chamber is set to that Ministry.

History

2603/0Switch ResponsiblityPower 1

For each type of switch which would otherwise lack an officer to track it, and is not defined as untracked, there exists an imposed office named “Tracker of switch name” that is responsible for tracking that switch.

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

2616/0The WebmastorPower 1

The Webmastor is an office.

The Webmastor's monthly report includes a Directory, a Changelog, a Warning Log, and an Error Log. The Directory lists notable currently maintained public resources. The Changelog lists notable changes to resources. The Warning Log lists notable potential issues, such as inaccurate or aging resources or unintended issues with a public resource. The Error Log lists notable losses of resources - where a resource has become inaccessible, unmaintained, or unusable. Where 'notable' is used in this rule its meaning is up to the Webmastor's discretion.

History

Documents

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

1551/21RatificationPower 3.1

When a document or statement (hereafter "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.

Ratification is secured with Power Threshold 3.

History

2202/9Ratification Without ObjectionPower 3

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

A player CAN, without objection, ratify a specified public document.

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

2201/10Self-RatificationPower 3

When a public document is continuously undoubted for one week after publication:

  • If the rules define it as self-ratifying, it is ratified.

  • If the rules define it as a self-ratifying attestation to a given statement, the statement is ratified.

    This clause is inapplicable if the statement to be ratified cannot be reasonably ascertained from the ruleset and the contents of the message.

Any person CAN by announcement issue a doubt (syn. claim of error), identifying a document and explaining the scope and nature of a perceived error in it (or in a statement it attests to).

When this happens, 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, in an announcement that clearly cites the claim of error:

  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.

2556/1PenaltiesPower 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

2555/9BlotsPower 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 or zero, 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.

A person CAN, by announcement, create a specified number of blots in eir possession.

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

Any player CAN expunge a blot from a specified person (or emself if no one is specified) by paying a fee of one Blot-B-Gone.

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

History

2478/14Vigilante 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; the announcement has to explicitly name the perp and cite a specific rule and an alleged violation of that rule by that person.

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

  • Issuing a Warning to the perp, as described elsewhere;

  • Imposing the Cold Hand of Justice on the perp for the cited rule violation, as described elsewhere;

  • Issuing an Indictment against the perp for the cited rule violation, 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.

Initiating a Finger Pointing found to be Shenanigans is ILLEGAL and the Class 0+N Crime of Unjustified Gesticulation, where N is the number of times e has previously committed the crime in the current Agoran Week.

The above notwithstanding, the investigator CANNOT resolve a Finger Pointing for which e is the perp.

The Referee is by default the investigator for all Finger Pointing. If the Referee is the perp, then the Arbitor CAN become the investigator of that Finger Pointing by announcement.

The Referee CANNOT Point eir Finger. The Arbitor CANNOT Point eir Finger at the Referee. A high crime is any crime specified as being class 4 or greater. The Referee CANNOT levy the Cold Hand of Justice to punish a high crime, notwithstanding Rule 2478.

The player who initiated the most Finger Pointings that resulted in a Warning, Indictment, or Cold Hand of Justice in the previous Agoran Week CAN once grant emself a Justice Card by announcement.

History

2479/6Official InjusticePower 1.7

Subject to the provisions of this rule, the Referee CAN, by announcement, impose Summary Judgment on a player. When e does so, e levies a fine of up to 2 Blots on em. If e does not specify the number of Blots in the fine, the attempt to impose Summary Judgment is INEFFECTIVE. 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

2557/5Sentencing GuidelinesPower 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 of B on the perp by announcement, within the following guidelines:

  • B is at least 1 and at most twice the base value of the violation.

  • If the violation is described by the rules as a "Class N Crime" (where N is a positive integer, or an expression that evaluates to a positive integer), 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 value of the fine, 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.

When the rules authorize an investigator to issue a Warning for a violation, e CAN do so by announcement if the violation is described by the rules as a "Class N Crime" where N is 0 or an expression that evaluates to 0.

History

2619/3IndictmentPower 1

When the rules authorize an investigator to issue an Indictment for a violation, e CAN do so by announcement, specifying a fine of blots to be issued and the perpetrator and making an argument for the conviction of the accused.

When an investigator has issued an Indictment, the perpetrator CAN state a defence. Within 10 days but no less than 4 days after the indictment has been issued, the judge CAN and SHALL initiate two Agoran Decisions, one to determine whether to convict the perpetrator and one to determine whether to accept the indictment. For these decision, the vote collector is the Judge and the voting method is AI-majority with AI=1.5. When initiating the decisions, the Judge SHALL, in the same message, publish the full texts of the Indictment and the defence. If both decisions are resolved as ADOPTED, the investigator CAN, by announcement, and SHALL impose the fine stated in the indictment. If the decision to convict is resolved as ADOPTED but the decision to accept is resolved as REJECTED, the investigator CAN issue a new Indictment. If the decision to convict is resolved as REJECTED, a fine SHALL NOT be imposed for the crime stated in the indictment.

The Judge of the Indictment is the first of the following players who is neither the investigator nor the perp: the Arbitor, the Speaker, the Prime Minister. If this still fails to specify a player, then the Indictment lacks a Judge until that changes.

If it would be ILLEGAL or INEFFECTIVE for the Investigator to levy a fine for the stated crime, all decisions associated with the Indictment cease to exist, and the Judge and Investigator are freed of any obligations of this rule.

History

2531/13Defendant's RightsPower 2

Any attempt to levy a fine is INEFFECTIVE if 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.

Any attempt to levy a fine pursuant to the imposition of the Cold Hand of Justice is INEFFECTIVE if:

(1) it attempts to levy a fine on a person when that person can't be established by a preponderance of the evidence to have committed the action or inaction for which the fine was levied;

(2) it attempts to levy a fine for an action or inaction which, at the time the inaction or action occurred, was not prohibited by the rules;

(3) it attempts to levy a fine on a person for failure to take an action that e, through no fault of eir own, COULD NOT have performed;

(4) it attempts to levy a fine on a person for conduct that e, through no fault of eir own, was obliged to undertake by a rule of equal or greater power to the one e violated;

(5) it attempts to levy a fine on a person taking an action or inaction e could not have avoided when exercising the highest reasonably possible standard of care;

(6) 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;

(7) it attempts to levy a fine 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;

(8) 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 more than 14 days prior to the Pointed Finger, if the fine is imposed based on an investigation of such Finger;

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

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

History

2617/2Defense Against the Dark ArtsPower 1

An action is forbidden if it would, upon its successful occurrence, cause Agora to be ossified or to cease to exist.

Publicly attempting a forbidden action is PROHIBITED, and is the Class-4 Crime of Engaging in Forbidden Arts.

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.

991/33Calls 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 that was validly assigned.

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 former 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 an open 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 after it becomes an open and unassigned CFJ. 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

591/47Delivering 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.

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.

If the judge of an open CFJ has not violated a time limit for assigning it a judgement, and has not previously filed a motion to either extend or reconsider the case, e CAN file a motion to extend the case by announcement. Doing so extends eir judgement deadline for that case by one week. In doing so, e SHOULD include a (nonbinding) draft or outline of eir current thoughts on the case.

History

911/55Motions 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

2492/4RecusalPower 1

A judge CAN recuse emself from a CFJ e is assigned to by announcement.

The Arbitor CAN recuse a judge from a case by announcement, if that judge has violated a time limit for judging the case and has not judged it in the mean time; the Arbitor SHALL do so in a timely fashion after the time limit expires, if able.

If a judge is recused from a case 4+ days after being assigned to it, e SHOULD NOT be assigned as a judge until e has apologised and or reasonably explained eir actions.

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

2450/10PledgesPower 1.7

If a consenting Player makes a clear public pledge (syn. Oath) to perform (or refrain from performing) certain actions, then breaking the pledge is ILLEGAL; doing so is the Class N crime of Oathbreaking, where N is the value explicitly stated by the pledge, or 2 if the pledge does not explicitly state a value. Allowing a pledge to expire without carrying out an action one pledged to do in it constitutes breaking the pledge.

The time window of a pledge is W days, where W is the value explicitly stated by the pledge, or 60 if the pledge does not explicitly state a value. A pledge ceases to exist at the end of its time window.

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

The Notary CAN destroy a pledge Without Objection, but SHOULD NOT do so unless the pledge no longer serves any significant purpose.

History

2466/2Acting 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, including actions that would otherwise be taken by publishing certain text.

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

2618/2PromisesPower 2.2

Promises are a class of assets, tracked by the Notary. Their essential attributes are their text and creator. A consenting player CAN, by announcement, grant a specified entity a promise, specifying its text and becoming its creator. A promise's owner is referred to as its bearer. Promises with the same text, creator, and bearer are fungible. Promises with the same text and creator SHOULD be referred to by the same title, but the title is not an essential attribute of the promise, just a way of referring to it.

A promise's bearer CAN, by announcement, cash the promise, provided that any conditions for cashing it specified by its text are unambiguously met. By doing so, e acts on the creator of the promise's behalf, causing the creator to act as if e published the promise's text, and destroys the promise. The bearer SHOULD recite the promise's essential attributes in the same message e cashes it.

In a promise's text, "the bearer" (or the like) refers to the promise's bearer, and "this promise" (or the like) refers to the promise. The text of the promise can refer to the context of the message in which it is cashed, but the context of the message does not otherwise change the meaning of the promise.

The Library is an entity and CAN own promises. Any player CAN take a specified promise from the Library by announcement, provided e cashes the promise in the same message. Any player CAN revoke a specified promise from the Library without objection.

History

2519/2ConsentPower 3

A person is deemed to have consented to an action if and only if, at the time the action took place:

  1. e, acting as emself, has publicly stated that e agrees to the action and not subsequently publicly withdrawn eir statement;
  2. e is party to a contract whose body explicitly and unambiguously indicates eir consent;
  3. the action is taken as part of a promise which e created; or
  4. it is reasonably clear from context that e wanted the action to take place or assented to it taking place.
History

1742/22ContractsPower 2.5

Any group of one or more consenting persons (the parties) may publicly 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, with the consent of all existing parties. A contract may also be terminated with the consent of all parties. A contract automatically terminates if the number of parties to it falls below one. It is IMPOSSIBLE for a person to become a party to a contract without eir consent.

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.

Rules to the contrary notwithstanding, any change that would cause the full provisions or parties of a contract to become publicly unavailable is canceled and does not take effect.

The portion of a contract's provisions that can be interpreted with reference only to information that is either publicly or generally available are known as its body; the remainder of the provisions are known as the annex.

A party to a contract CAN perform any of the following actions as explicitly and unambiguously permitted by the contract's body:

  • Act on behalf of another party to the contract.

  • By announcement, revoke destructible assets from the contract.

  • By announcement, transfer liquid assets from the contract to a specified recipient.

History

2608/2The NotaryPower 2

The Notary is an office.

The Notary's weekly report contains:

  1. every pledge, along with its title, creator, time window, time of creation, and time of expiry;
  2. every contract, with its title, full provisions, and parties; and
  3. every promise, along with its title, text, creator, and bearer.

If the Notary is required to report a title, but none has been otherwise publicly provided, e CAN select one.

History

2631/1CharitiesPower 1

Donation Level is a natural switch for contracts, tracked by the Notary, with a default of 0 and a maximum of 25. A contract with nonzero donation level is called a Charity.

The Notary CAN flip a contract's donation level to a non-default value with 3 Agoran consent. This SHOULD only be done if the contract's provisions ensure that its funds received from Agora will be used solely for the betterment of Agora. Any player CAN flip a contract's donation level to 0 with Agoran consent.

Whenever a payday occurs, half of each charity's coin holdings (rounded down) are destroyed, and then each charity earns a number of boatloads of coins equal to its donation level.

History

Assets

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

2166/30AssetsPower 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. An asset defined by rule or regulation is public; any other asset 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

2576/3OwnershipPower 3

Each asset has exactly one owner.

If ownership of an asset is restricted to a class of entities, then that asset CANNOT be gained by or transferred to an entity outside that class. By default, ownership of an asset is restricted to Agora, players, and contracts, but an asset's backing document may modify this.

An asset "in abeyance" is one whose owner is nonexistent, indeterminate, or invalid. If an asset would otherwise be in abeyance, then it is owned by the Lost and Found Department (if possible) or destroyed (otherwise), subject to modification by its backing document (provided that the modification either destroys it or prevents it from being in abeyance). 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

2577/5Asset ActionsPower 3

An asset generally CAN be destroyed by its owner by announcement, subject to modification by its backing document. Attempts to destroy no assets are successful. 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. Attempts to transfer no assets are successful. 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 creating, destroying, or transferring an amount of assets that is not a natural number, the specified amount is rounded up to the nearest natural number after all other calculations.

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

2579/3Fee-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 method for performing that action is a fee-based method.

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 use a fee-based method, 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 using that method to perform that 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.

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

2483/15EconomicsPower 2

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

History

2634/0Buoyancy ControlPower 1

The Total Buoyancy is a singleton integer switch, tracked by the the Treasuror in eir monthly report.

The Treasuror CAN, by announcement, set the Total Buoyancy to a specified value approximately equal to the sum of all coin balances at a specified point within the first Eastman week of the current month. Whenever e does so, e SHALL endeavor to calculate the correct sum for eir chosen point. E SHALL set the Total Buoyancy once a month.

The Treasuror CAN and MAY exercise reasonable judgement in calculating the Total Buoyancy. The Total Buoyancy will be deemed set so long as the value chosen by the Treasuror is not obviously and grossly incorrect. The Treasuror CAN and MAY set the Total Buoyancy more than once a month, but SHOULD NOT do so unless there is reason to believe eir previous setting of the value failed.

History

2635/1Floating Rate FleetPower 1

The Unit of Flotation is equal to 1/2500 times the Total Buoyancy, unrounded. A boatload of something is a quantity of that thing equal in count to the Unit of Floatation.

The Floating Rate Schedule is part of the Treasuror's monthly report. It contains the Total Buoyancy, the Unit of Flotation, and the real value of every quantity that is expressed in boatloads in a rule or regulation. The Treasuror is ENCOURAGED to also consider including quantities in contracts. The Treasuror SHOULD publish the Floating Rate Schedule immediately after setting the Total Buoyancy.

When taking an action, a person SHOULD expand all quantities that are expressed in boatloads.

History

2496/23RewardsPower 1

Each time a player fulfills a reward condition, the officer associated with the condition CAN once by announcement, and SHALL in an officially timely fashion, grant the associated set of assets to the player.

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

  • Being the author of an adopted sponsored proposal: a number of boatloads of coins equal to (the total number of valid ballots cast FOR the decision - the total number of valid ballots cast AGAINST) (Assessor).

  • Judging a CFJ that e was assigned to without violating a time limit to do so, unless at the time of judgement the case was open due to self-filing a motion to reconsider it: 5 boatloads of coins (Arbitor).

  • Publishing an office's weekly or monthly report, provided that publication was the first report published for that office in the relevant time period (week or month respectively) to fulfill an official weekly or monthly duty: 5 boatloads of coins times the complexity of the office (ADoP).

  • Resolving a referendum, provided that no other referendum had been resolved earlier in that Agoran week: 5 boatloads of coins times the Assessor's complexity (ADoP).

  • Having a Thesis pass peer-review and be granted a Degree based on its merit: 20 boatloads of coins (Herald)

History

2559/8PaydaysPower 2

Whenever a Payday occurs, each active player earns 10 boatloads of coins.

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

History

2620/0Cards & SetsPower 1

Cards are a type of currency with a corresponding Product. Products are also currencies. The types of Cards and their corresponding Products are:

  • Victory Cards and Victory Points.
  • Justice Cards and Blot-B-Gones
  • Legislative Cards and Pendants
  • Voting Cards and Extra Votes

A player CAN pay a 'set' of X Cards of the same type to earn Y corresponding Products. The value of X determines the value of Y in the following ways:

  • 1 Card = 1 Product
  • 2 Cards = 3 Products
  • 3 Cards = 6 Products
  • 4 Cards = 10 Products

A player CANNOT pay more than 4 Cards as one 'set'.

Cards and Products are tracked by the Treasuror.

History

2621/1VP WinsPower 1

If a player has at least 20 more Victory Points than any other player, e CAN Take Over the Economy by announcement. When a player does so, e wins the game, all Cards and all Products are destroyed, then each non-zombie player is granted 1 card of each type.

History

2629/0Victory AuctionsPower 1

The Treasuror CAN conduct an auction (a "victory auction") if no victory auction is ongoing. The Treasuror MUST do so at least once a month, and SHOULD do so at least twice each month.

A victory auction includes the following lots:

  • one new Victory Card.

  • all of any single type of card or product, currently owned by the Lost and Found Department, if any.

The currency of a victory auction is coins (minimum bid 1).

History

2624/5Card AdministrationPower 1

Each of the following Ministries has a Grant, listed below.

Ministry of Compliance: 1 Justice Card Ministry of Legislation: 1 Legislative Card Ministry of Participation: 1 Voting Card Ministry of Economy: 50 boatloads of coins divided by X, rounded up; where X is the number of players with their Ministry Focus set to Economy. The Ministor SHALL report this value in a timely manner after the beginning of the month.

A player CAN once a month grant eir Ministry Focus' Grant to a specified player by announcement.

The Ministor CAN, once a month and by announcement, and SHALL, in a timely manner from the beginning of the month, grant 1 Victory Card to a random player whose Ministry Focus is Legacy and 1 Victory Point to every other player whose Ministry Focus is Legacy.

History

2638/0Player FocusesPower 2

Ministry Focus (or just Focus) is a secured active player switch, tracked by the Ministor in eir monthly report, with possible values Unfocused (the default) and any Ministry.

An active player CAN Plan to Flip eir own Ministry Focus, specifying any valid value for eir Ministry Focus, by announcement. At the beginning of a month, every active player's Ministry Focus is set to the value e mostly recently specified by Planning to Flip. If a player did not Plan to Flip eir Ministry Focus switch in the last month, it is not flipped.

History

2499/11Welcome 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, if e has not received one in the past 30 days, then e earns 10 boatloads of coins and one of each type of Card defined in the rules.

History

2585/5Birthday 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.

During a player's Agoran Birthday and the 7 days following, each other player CAN, once, grant em X boatloads of coins, where X is 3 if it is actually the day of the player's birthday, and 2 otherwise.

Players are ENCOURAGED to announce their Agoran Birthdays.

History

2545/3AuctionsPower 2

An auction is a way for entities to give away specified assets (items), grouped into lots, in exchange for a currency. A lot is a non-empty list of items to be transferred to a single recipient (an auction winner).

When the rules authorize a person (the auctioneer) to conduct an auction, e CAN do so by any wholly public method that would be generally recognizable, as specified by the auctioneer at the start of the auction, and under common definitions and terms used in auctions, as a fair, equitable, and timely means of determining the auction winners from among the current players, and enabling the appropriate exchange of goods.

The rule that authorizes the auction further authorizes the auctioneer or auction winners to transfer said items as necessary to conduct the auction in a manner consistent with the auction method. If the authorization is to auction "new" items, it further authorizes the creation of said items as per the chosen method.

The Treasuror is the promulgator for regulations that define specific auction methods (i.e. "the default auction method") and SHOULD do in order to aid trade and commerce. For the purposes of interpreting auction definitions, such methods are treated as if they are defined in this rule. To further aid trade and commerce, auction methods should be interpreted in the name of fairness with deference to the method's clear intent, if intent can be reasonably inferred.

History

The Undead

A silly mechanic describing what happens after you become inactive.

2532/9ZombiesPower 2

A talisman is an indestructible asset, tracked by the Registrar, and with ownership wholly restricted to players and Agora. There exists exactly one talisman for each player, and no other talismans; if one does not exist for a certain player, it is created in eir posession. Talismans CAN only be transferred as explicitly specified by the rules. The creation, destruction, and transfer of talismans is secured.

Rules to the contrary notwithstanding, a player CAN, by announcement, transfer the talisman for em to emself. The master of a player is the entity that possesses the talisman for em. A player who is eir own master is active; any other player is a zombie (syn. inactive).

The master of a zombie CAN act on behalf of em, except a master CANNOT act on behalf of a zombie to:

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 an 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

2574/5Zombie Life CyclePower 3

Any player CAN, with notice, transfer the talisman for 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 the talisman for a zombie is transferred to a player, that zombie's resale value is decreased by 1. At the end of a zombie auction, the resale value of every zombie that is an excess lot in that auction decreases by 1.

The talisman for a zombie with zero resale value CANNOT be transferred to any player other than that zombie.

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, transfer the talisman for em to Agora;
  • If a player possesses more than one talisman for persons other than emself, specify and transfer one of those talismans to Agora;
  • Deregister a zombie whose resale value is zero and whose master is Agora.

The Registrar SHALL track the date for each zombie on which Agora was most recently eir master. 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

2639/0Zombie Phase-OutPower 3

While a zombie's talisman is owned by Agora, that zombie's resale value is continuously set to 0.

History

1885/13Zombie AuctionsPower 2

Whenever a zombie has Agora for a master and has a resale value greater than 0, and when eir talisman is not currently a lot in an auction and has not been won as an auction lot in the past 14 days, then the Registrar CAN put that zombie's talisman (along with any other talismans 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 talismans meeting these conditions exist, announce that no such auction is necessary.

For such an auction, each lot consists of the talisman for one zombie, ordered at the discretion of the Registrar. The Registrar is the auctioneer, and the minimum bid is 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

2510/6Such 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.

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.

At the beginning of each quarter, the Karma of every person is halved (rounding towards 0).

History

2553/2Win by ParadoxPower 1

If a CFJ about the effectiveness, possiblity, or legality of a change in the gamestate 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, Transcend Logic. When a person transcends logic, e wins 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.

2438/22RibbonsPower 3

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

For each type of Ribbon, <type> Ribbon Ownership is a secured negative boolean person switch, tracked by the Tailor in eir monthly report.

To "award a person a <Ribbon type>" is to flip that person's <that type> Ribbon Ownership to True. A person "owns a <Ribbon type>" if eir <that type> Ribbon Ownership is True.

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).

While a person owns all types of Ribbon, that person can Raise a Banner by announcement. This causes that person to win the game. When a person wins this way, for each type of Ribbon, that person's <type> Ribbon Ownership is flipped to False.

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 that, immediately before or after the change, has Power >= 3, its proposer earns a Red Ribbon.

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

Green (G): While a person holds an elected office, has done so continuously for the past 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.

Emerald (E): When a person wins an election, e earns an Emerald 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, nor ever self-filed a motion to reconsider that CFJ, that person earns a Blue Ribbon.

Magenta (M): When, during Agora's Birthday, a person publicly acknowledges it, that person earns a Magenta Ribbon.

Ultraviolet (U): When a person is awarded the Patent Title Champion, that person earns an Ultraviolet Ribbon, unless the Champion title was awarded as the result of winning the game via this rule.

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 acted on eir own behalf to cause another person to gain a White Ribbon (including under a previous ruleset) CAN act on eir own behalf to award a White Ribbon to another person by announcement.

Black (K): A statute CAN, as part of its effect, cause a person to earn a Black Ribbon. When this occurs, this Rule awards that person a Black Ribbon.

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, earns, and/or was awarded within the previous 7 days is at least 5.

While a person qualifies for a type of Ribbon:

  • If e has not owned that type of Ribbon within the preceding 7 days, any player CAN, by announcement, award em that type of Ribbon.

  • Otherwise, if e has not been awarded that type of Ribbon or the corresponding type of Glitter since e last earned or came to qualify for that type of Ribbon, and has not been so awarded five or more times within the past 24 hours, any player CAN, by announcement, award em that type of Glitter.

History

2602/6GlitterPower 1

For each type of Ribbon, there is a type of Glitter with the same name. An attempt to award Glitter is INEFFECTIVE if the type of Glitter is not specified.

Each time a player is awarded a type of Glitter, the Tailor CAN once by announcement, and SHALL in an officially timely fashion, grant the player N+1 boatloads of coins, where N is the number of players who did not own the corresponding type of Ribbon at the time of the award. The amount payable for each type of glitter is tracked in the Tailor's weekly report.

History

2480/4FestivalsPower 2.1

Festivity is a secured 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.

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

2481/3Festival 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. Quorum for Agoran Decisions is equal to half the number of Festive players, rounded up;

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

  4. Non-Festive players CANNOT cause proposals to become Pended.

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

History

649/43Patent 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. Any player CAN award a specified Patent Title to a specified player, as authorized by the Herald's Administrative Regulations.

History

2415/1BadgesPower 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

1367/25DegreesPower 3

Certain patent titles are known as degrees. The degrees are

  • Associate of Nomic Artistry (A.N.A.)
  • Associate of Nomic (A.N.)
  • Juris Doctorate of Nomic (J.N.)
  • Baccalaureate of Nomic Artistry (B.N.A.)
  • Baccalaureate of Nomic (B.N.)
  • Magisteriate of Nomic Artistry (M.N.A.)
  • Magisteriate of Nomic (M.N.)
  • Doctorate of Nomic Artistry (D.N.Art.)
  • Doctorate of Nomic History (D.N.Hist.)
  • Doctorate of Nomic Law (D.N.Law.)
  • Doctorate of Nomic Science (D.N.Sci.)
  • Doctorate of Nomic Philosophy (D.N.Phil.)

There are four classes of degrees, ranked in ascending order of merit: Associate degrees (A.N.A. and A.N.), Baccalaureate degrees (J.N through B.N.), Magisteriate degrees (M.N.A and M.N), and Doctorate degrees (D.N.Art. through D.N.Phil.).

A specified degree CAN be awarded by any player other than the awardee, with 2 Agoran consent. It 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.

Degrees SHOULD be awarded according to the extent to which the thesis contributes to Nomic culture or thought: Associate degrees for an appreciable contribution, Baccalaureate degrees for a substantial contribution, Magisteriate degrees for a remarkable contribution, and Doctorate degrees for an exceptional contribution. Any degree at the Doctorate level SHOULD take into account the awardee's academic history and participation in Agora over time.

Theses for Artistry degrees SHOULD demonstrate substantial creativity and need not be in written form. Theses for all other degrees SHOULD demonstrate substantial research or analysis. J.N. and D.N.Law are appropriate for high-quality legal analysis, of the sort typical to CFJs, but exceeding an ordinary CFJ in depth. The D.N.Hist. degree is appropriate for historical research, especially when it presents a narrative that educates Agorans about the events of the past. The D.N.Sci. degree is appropriate for theses that demonstrate concrete or scientific thinking, whereas the D.N.Phil. is appropriate for theses that demonstrate abstract or philosophical thinking.

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

2581/3Official 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.

  • Terms of Service, awardable by the Notary to any player who creates multiple Contracts that achieve fun gameplay and significantly impacts Agora as a whole

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

2582/1Annual 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.

103/28The 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 Prime Minister is emself Laureled, eir power to appoint a Speaker continues for the entirety of a message in which e resigns as Prime Minister, and if e is the only Laureled player, e CAN void that power, and thereby discharge the obligation to use it, by announcing that e declines to take the office.

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.

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

2423/5First 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.

History

2463/3Motion of No ConfidencePower 1

Any player can cause the office of Prime Minister to become vacant with Agoran consent by publishing a message with the character string "MOTION OF NO CONFIDENCE" in the subject line. Motions of confidence SHOULD used whenever Agorans want to shake things up, rather than as a personal judgement of the Prime Minister.

History

2451/8Executive OrdersPower 2

Once per week, 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 fine of 2 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

2575/2The 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 talisman for the Distributor is possessed by emself (and is transferred to em if it ever is not), 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.

2327/3Read 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

2464/5TournamentsPower 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. A Tournament's regulations collectively have Mint Authority.

History

2566/1Free 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

Barrels

A minigame in which people try to collect barrles by fulfilling bargains.

2627/1The General StorePower 1

Barrels are a currency tracked by the Coopor (an office) in eir monthly report. A player CAN Corner the Market by paying a fee of 100 barrels. When a player corners the market, e wins the game.

A bargain is a specification consisting of a title, a payout (a number of barrels between 1 and 10), and a tender (a list of 4 or more rules-defined card types with at least two of the types being different; a type may be repeated, with each repeat being a separate element on the list).

A player CAN cash out a specified bargain that's "on the barrel", by announcement, provided that, in the same message, e paid cards (possibly spread over multiple sets) to successfully earn rules- defined products, and those cards match all of the cards types in that bargain's tender. The payment of a particular card instance can only match a single tender element for the single cashing out of a bargain.

When a player cashes out a bargain on the barrel, e earns the payout for that bargain.

The Coopor CANNOT cash out a specific bargain in the 14 days after putting that bargain on the barrel.

History

2628/0Bargains on the BarrelPower 1

If there are fewer than four bargains on the barrel, the Coopor CAN put a bargain on the barrel with notice. If there are fewer than eight bargains on the barrel, the Coopor CAN put a bargain on the barrel with 3 support.

The Coopor CAN take a bargain off the barrel without N objections, where N is the number of months, rounded up, since that bargain was last placed on the barrel. Within 14 days after winning an election for Coopor, the Coopor CAN take any bargain off the barrel with notice.

The Coopor's monthly report includes a list of all bargains on the barrel. E SHOULD publish such a list whenever e adds or removes a bargain from the barrel.

History

Stones

A game in which people try to collect Stones with various different Magical Powers OooOooh!

2640/0StonesPower 2

A stone is a unique indestructable liquid asset defined by the rules. To define a stone, the definition must include: (i) A name unique among stones; (ii) The escape risk of the stone, which must be a percentage between 0% and 100% inclusive; (iii) A scroll, which is a document specifying the effects of the stone (iv) Optionally, a frequency, which must be one of daily, weekly, monthly, or quarterly.

Ownership of stones is entirely restricted to Agora and active players. If a stone is owned by the Lost and Found Department or in abeyance, it is immediately transferred to Agora.

The Stonemason is an office, and the recordkeepor of stones.

History

2641/0Wielding StonesPower 2

Except as otherwise specified by the rules, the owner of a stone CAN wield it by announcement specifying any values needed to interpret the stone's effects.

If a stone has a frequency, then it is IMPOSSIBLE to wield that stone if it has been previously wielded in the same Agoran time interval as indicated by its frequency (e.g. if its frequency is daily, if it has been wielded in the same Agoran day).

When a stone is wielded, the Rule defining that stone applies the effects in that stone's scroll.

History

2642/0Distributing StonesPower 2

The Stonemason CAN initiate an auction for any set of stones belonging to Agora for which an auction is not ongoing, with each individual stone being an auction lot. The Stonemason is the auctioneer, and the currency is coins.

The Stonemason SHALL so initiate an auction for a set of stones consisting of at least one third the stones eligible for auction in a timely fashion after publishing a collection notice, provided there any eligible stones.

History

2643/0Collecting StonesPower 2

Once per month, the Stonemason CAN publish a collection notice by announcement, specifying all necessary information and choices. The Stonemason SHALL publish such a notice in a timely fashion after the beginning of each Agoran month.

A stone is immune if there has been no collection notice after it was most recently granted immunity (if ever), as defined by other rules.

A collection notice includes, for every non-immune stone not belonging to Agora, a random choice of whether that stone escapes, escaping with probability equal to its escape risk. When a collection notice is published, stones that escape are transferred to Agora in an order specified by the collection notice.

History

2644/0The GauntletPower 2

When a player makes a correct announcement that a single specified player owns 5 or more stones, the specified player Wields the Guantlet.

When a player Wields the Gauntlet, e wins the game and all existing stones are transferred to Agora.

History

2645/0The StonesPower 2

The following stones are defined, one per paragraph, with the following format: Stone Name (Frequency, Escape Risk): Scroll.

  • Power Stone (weekly, 40%): A specified player hereby buys strength 3 times on a specified unresolved Agoran decision.

  • Wealth Stone (weekly, 50%): A specified player hereby earns 5 boatloads of coins.

  • Soul Stone (weekly, 50%): The Soul Stone is hereby transferred to the owner of a different specified non-immune stone, then that stone is transferred to the wielder.

  • Sabotage Stone (weekly, 80%): The adoption index of a specified AI-majority Agoran decision is hereby increased by 1.

  • Concentration Stone (weekly, 60%): A specified player earns the Grant associated with eir Focus.

  • Protection Stone (monthly, 70%): A specified stone is granted immunity.

History