The Rules of Macronomic
Section 0: Basics
This section takes precedence over all other rules.
Created by Proposal 49, June 2 1998
Section 0-0: Actions
All players must obey the rules in effect at
the time of their actions. No rule or gamestate change effected by a rule
can have retroactive effect. Any action external to the gamestate which is not prohibited by the rules
is permissible. No changes to the gamestate occur except those prescribed
by the rules.
Created by Proposal 27, May 19 1998
Amended by Proposal 49, June 2 1998
Moved to Section 0-0 by Proposal 49, June 2 1998
Section 0-1: Rules
Each rule must have a location within the rules of MacroNomic. A
location consists of a series of rational, non-negative, terminating
numbers seperated by dashes. The numbers in this location are known as
"section numbers." If two rules share the same first section number then
they are related. If two rule's locations are the same except for the last
section number then they are siblings. If one rule has the same location
as another except the first one has additional section numbers tacked on
then the second one is an ancestor of the first, and the first is a
descendant of the second. If the first has only one additional section
number then it is the child of the second, and the second is the parent of
the first. Locations are compared by comparing their first section number,
if those are the same the second, and so on. If a rule is created without
a location being specifed, with a rule number instead of location
specified, or with an already taken location specified, it becomes the
smallest sibling of 100000-0 not already taken. The Secretary of Truth may
relocate descendants of 100000 by announcing the new location to all
players. When a rule is relocated, all descendants are relocated as well,
changing the changed portion of the ancestor's location, and leaving the
rest the same.
If any rule has a certain sequence of section numbers beginning its
location, then that sequence of section numbers may be given a name. A
reference to "this section" means that rule and all rules related to that
rule. A reference to "this subsection" means that rule and all its
descendants.
If two or more rules conflict, the one with the smallest location
takes precedence, unless one or more of the conflicting rules consistently
claim precedence over or deference to each other, in which case the
explicit precedence or deference prevails. Thus, if two rules both claim
precedence over each other, or both defer to each other, theirs are
inconsistent claims of precedence or deference, respectively, and the
location-based rule applies.
Created by Proposal 27, May 19 1998
Amended by Proposal 49, June 2 1998
Moved to Section 0-1 by Proposal 49, June 2 1998
Section 0-1-0: Spelling
If a word is used in a proposal or rule and although spelled
incorrectly the intended word is clear than the mispelled word will be
replaced with the correct spelling by the Secretary of Truth.
If a player sends a message which contains a mispelled word and the
intended word is clear than the message will be treated by all rules except
this one as if the word was correctly spelled.
Created by Proposal D, April 20 1998
Moved to Section 0-1-0 by Proposal 49, June 2 1998
Section 0-2: Accessibility
Information may be distributed in three ways. Public distribution
means sending the information to all players of MacroNomic. Personal
distribution means sending it to either a single player or a specific group
of players (such as the RP) and noone outside that group. Private
distribution means sending information to a specific group of players, and
possibly others as well.
Created by Proposal 54, June 9 1998
Moved to Section 0-2 by SoT, June 9 1998
Section 0-3: The Macronomic Calendar
A Macronomic week begins every Wednesday at 0000UTC.
Created by Proposal 68, June 9 1998
Moved to Section 0-3 by SoT, June 9 1998
Section 1: Secretaries
Section 1-0: Generic Secretaryships
There exists the class of Secretaries. A Secretary is always exactly one
player. Rules may refer to Secretariatships being vacant, though this
reference is to the hypothetical situation in which the Secretariatship is
not immediately filled.
Any Secretary except for the Secretary of the Central Committee may step
down from their position in favor of another consenting player.
Renumbered to 42 by Proposal 27, May 19 1998
Renumbered to 0.5 by Proposal 27, May 19 1998
Moved to Section 1-0 by Proposal 49, June 2 1998
Section 1-1: Secretary of the Central Committee
There exists the Secretary of the Central Committee. If a member of the
Revolutionary Party has a higher loyalty than the Secretary of the Central
Committee, if the Secretary of the Central Committee is not a member of the
Revolutionary Party, or if there is no Secretary of the Central Committee,
a new Secretary of the Central Committee shall be chosen in the following
manner:
- If there is a player in the Revolutionary Party who has a Loyalty
greater than all other players, that player shall become the Secretary of
the Central Committee.
- Otherwise, if there is a player in the Revolutionary Party who has a
Loyalty greater than all other players not in the Revolutionary Party, that
player shall become the Secretary of the Central Committee.
- Otherwise, if there is a Secretary of the Central Committee, e will
randomly select one player from the members of the Revolutionary Party tied
for the greatest Loyalty, and the selected player shall become the
Secretary of the Central Committee
- Otherwise, the member of the Revolutionary Party whose nickname is
lexicographically first shall become the Secretary of the Central Committee.
Renumbered to 42 by Proposal 27, May 19 1998
Renumbered to 0.5 by Proposal 27, May 19 1998
Moved to Section 1-1 by Proposal 49, June 2 1998
Section 2: Players
Section 2-0: Players
The Secretary of Friendship is responsible for tracking who the players
are, and which are members of the Revolutionary Party. A person may become
a player by personally notifying the Secretary of Friendship of eir intent to
join, eir name, a nickname, (eir nickname is identical to eir true name by
default) and an e-mail address. The Secretary of Friendship will then
inform all other players of this intent. A player leaves the game by announcing to all players that they intend to do so.
When a player joins Macronomic, if there are fewer than 100 acres of
farmland being managed by all other players, 10 acres of farmland are
placed under the management of the incoming player. When a player leaves,
all acres of farmland and Proposal Mines e managed become unmanaged, and
all Proposal Commodities e managed become managed by the SoCC; if the leaving
player is SoCC, then the Proposal Commodities are placed under the
management of the new SoCC.
Amended by Proposal B, April 20 1998
Moved to Section 2-0 by Proposal 49, June 2 1998
Amended by Proposal 54, June 9 1998
Amended by Proposal 62, June 9 1998
Amended by Proposal 68, June 9 1998
Section 2-0-0: Expulsion
If a player has not voted or otherwise
taken any game action or made any statement to the Macronomic public for
fourteen consecutive 24-hour periods, and a player other than that player
notes this to the Macronomic public, the former player shall cease to be
a player of Macronomic. Created by Proposal 16, May 12 1998
Moved to Section 2-0-0 by Proposal 49, June 2 1998
Section 2-1: Loyalty Defined
All players will have a loyalty, tracked by the Secretary of Friendship.
Any player with a loyalty lower than 0 will have eir loyalty set to
0. Any member of the Revolutionary Party with a loyalty lower than 100 will
have eir loyalty set to 100.
Amended by Proposal 15, May 12 1998
Amended by Proposal 30, May 19 1998
Moved to Section 2-1 by Proposal 49, June 2 1998
Section 2-2: The Revolutionary Party
The old order having been overthrown,
Macronomic will now be guided by the Revolutionary Party. At all times there
will be three members of the Revolutionary Party unless there are fewer than
three players. Should there be fewer than three members of the Revolutionary
Party and there be a Proletarian Secretary of the Proletariat, the Secretary
of the Proletariat shall become a member of the Revolutionary Party
If a player who is not a member of the Revolutionary Party is at least
twice as loyal as a member of the Revolutionarty Party, then they may
replace that member of the Revolutionary Party by notifying the Secretary
of Friendship of such a change.
Amended by Proposal 15, May 12 1998
Moved to Section 2-2 by Proposal 49, June 2 1998
Amended by Proposal 62, June 9 1998
Section 2-3: Proles
A Proletarian (or just 'Prole') is defined as a player of Macronomic who is not a member of the Revolutionary Party.
Amended by Proposal 15, May 12 1998
Amended by Proposal 30, May 19 1998
Moved to Section 2-3 by Proposal 49, June 2 1998
Section 2-3-0: Secretary of the Proletariat
There exists the Secretary of the Proletariat. If there are Proles, and
one of the following conditions exist -- if a Prole has a higher loyalty
than the Secretary of the Proletariat, if the Secretary of the Proletariat
is a member of the Revolutionary Party, or if there is no Secretary of the
Proletariat -- a new Secretary of the Proletariat shall be chosen in the
following manner:
- If there is a Prole who has a Loyalty greater than all other Proles', that player shall become the Secretary of the Proletariat.
- Otherwise, if there is a Secretary of the Central Committee, e will
randomly select one of the Proles tied for the greatest Loyalty, and the
selected player shall become the Secretary of the Proletariat
- Otherwise, the Prole whose nickname is lexicographically first shall become the Secretary of the Proletariat.
Otherwise, if there are no Proles, then the Secretary of the Proletariat
is the same Player as the Secretary of the Central Committee. Amended by Proposal 15, May 12 1998
Amended by Proposal 30, May 19 1998
Moved to Section 2-3-0 by Proposal 49, June 2 1998
Section 2-4: Winning
Section 2-4-0: Winning Conditions
Section 2-4-0-1: Winning by Loyalty
If the Loyalty score of exactly one player is greater than 1000, e is said to have won
the current round of Macronomic and is considered to be the Winning Player.
Created by Proposal 24, May 19 1998
Amended by Proposal 30, June 2 1998
Moved to Section 2-4-0 by Proposal 49, June 2 1998
Section 2-4-1: Upon Winning
When a player is considered to be the Winning Player, the following steps
occur in order.
- a) The game is paused so that no actions except as defined in this list occur.
- b) The Winning Player names two other players.
- c) These three players become members of the New Revolution.
- d) All players who were members of the Revolutionary Party are no longer
members of the Revolutionary Party.
- e) All players have their Loyalty set to 0 except members of the New
Revolution who have their Loyalty set to 100.
- f) All members of the New Revolution are considered to be Members of the
Revolutionary Party and no longer members of the New Revolution.
- g) The game continues with the new game state.
It is not possible to be a member of the new Revolution except as defined
in this rule.
This rule takes precedence over any rule with which it conflicts.
Created by Proposal 24, May 19 1998
Amended by Proposal 36, May 19 1998
Moved to Section 2-4-1 by Proposal 49, June 2 1998
Section 3: Referenda
Section 3-0: Generic Referenda
There exists the class of Referenda
(singular: Referendum). All referenda which exist must belong to a subclass
of referenda, which are defined elsewhere. Rules that define subclasses of
referenda may modify any or all of the default properties of subclasses of
referenda and referenda themselves, which are as follows: The Accountant of a subclass of referenda is the Secretary of the Central
Committee. A Referendum is created when any player personally sends a body
of text clearly labelled as a particular subclass of referendum to the Accountant
of that subclass. When a Referendum is created, it receives the least positive
integer not previously assigned to an referendum of its subclass.
A Referendum may only be in one of three States: Preactive, Active
or Inactive. When created, a Referendum is Preactive. Within 7 days of its
creation, the Accountant of the Subclass of a Referendum must distribute
the Referendum to all players, and when this occurs, it becomes Active. Exactly
7 days after a Referendum becomes Active, it becomes Inactive.
Each player has a Vote on each Referendum. Valid votes are FOR, AGAINST,
and NONE. When a Referendum is created, every players' vote on that referendum
is NONE. A player may change eir vote on an Active proposal by notifying
the Accountant of the Subclass of that Referendum of such a change.
Created by Proposal 28, May 19 1998
Moved to Section 3-0 by Proposal 49, June 2 1998
Amended by Proposal 54, June 9 1998
Section 3-1: Proposals
Proposals are a subclass of Referenda. The
subclass of Proposals has the default properties of a subclass of Referenda,
and Proposals have the default properties of Referenda, with the following
exceptions: The Accountant of Proposals is the Secretary of Truth. The text
of a proposal must explicitly and unambiguously describe one or more changes
to the gamestate. A player may not make a proposal unless e has manages of
each type of Proposal Commodity. If a player does not manage the materials
needed, then e can not make a proposal. The materials are lost by the player
constructing the proposal as they are used up in the process. When a proposal
becomes inactive, the Secretary of Truth announces all votes and the following
steps will be performed by the appropriate officers:
1) If the proposal's author is, when the proposal ceases to be Active,
a member of the revolutionary party, each player who voted LOYAL on that
proposal will receive three loyalty points and have eir vote changed to the
vote made by a majority (a majority is defined for the remainder of the ruleset
as strictly greater than one half of a group with the same vote or opinion)
of the Revolutionary Party. If no vote was made by a majority of party members,
then the players who voted LOYAL will have eir vote changed to what the Secretary
of the Central Committee voted.
2) Corresponding to every actual vote on an active proposal a player
has, there is a number of Effective Votes on that proposal equal to the number
of acres of farmland e manages. All effective votes of a player on a proposal
are of the same vote as the actual vote e cast -- ie if the player's vote
is FOR on a proposal with 20 acres of vote farm, there are 20 effective FOR
votes from that player on that proposal.
3) If there were more effective votes FOR on a proposal than AGAINST, and one of the following two situations obtains:
1) At least one of the members of the Revolutionary Party voted FOR the proposal
2) All of the members of the Revolutionary Party voted NONE on the proposal
then the person who made the proposal will receive fifteen loyalty points
if e is not a member of the Revolutionary Party, or ten loyalty points if
e is. E will also (regardless of whether e is a member of the Revolutionary
Party) receive one of each type of Proposal Commodity. The game state will
then be changed as specified in the proposal. (Whenever a proposal specifies
the creation of a rule without specifying a number for it, the rule receives
the least positive integer not previously assigned to a rule.) If the votes
do not meet the stated condition, the person who made the proposal will lose
ten loyalty points.
4) All players who voted NONE on that proposal will lose ten loyalty points.
If a player has submitted a proposal and the Secretary of Truth has not
yet distributed it, that player may retract that proposal. The Secretary
of Truth shall not distribute a retracted proposal, and it will not become
Active.
Amended by Proposal A, April 19 1998
Amended by Proposal 8, May 5 1998
Amended by Proposal 9, May 5 1998
Amended by Proposal 17, May 12 1998
Amended by Proposal 21, May 12 1998
Amended by Proposal 28, May 19 1998
Amended by Proposal 30, May 19 1998
Amended by Proposal 33, May 26 1998
Moved to Section 3-1 by Proposal 49, June 2 1998
Amended by Proposal 68, June 9 1998
Section 3-1-0: Votes
The set of legal votes on a Proposal is FOR,
AGAINST, LOYAL, and NONE. A vote of LOYAL may not be cast on a proposal that
is made by a Prole. If it is, it will be changed to NONE. A member of the
Revolutionary Party may not vote LOYAL; if eir vote is LOYAL, eir vote is
changed to NONE. When a proposal is created, the vote of the player who made
it is initially FOR; the vote of every other player is initially NONE. Amended by Proposal 7, May 5 1998
Amended by Proposal 28, May 19 1998
Amended by Proposal 44, June 2 1998
Moved to Section 3-1-0 by Proposal 49, June 2 1998
Section 3-2: Justice
Section 3-2-0: Generic Trials
A trial is a subclass of referenda, which may be subclassed
further, changing its attributes. The accountant of a subclass of trial is
the Secretary of Justice. Only the judge or judges have votes on a trial.
A trial has a single judge randomly selected from all players who did not
initiate it. Valid votes are TRUE and FALSE. If all judges have votes on
a trial then it becomes inactive immediately. There are no criteria for the vote. In
addition to voting, judges may offer reasoning to support their vote.
Created by Proposal 49, June 2 1998
Section 3-2-1: CfJ's
A CfJ is a subclass of trial. A CfJ must include a
statement, and preferably reasoning to support it. The decision on the CfJ
is considered to be the correct interpretation of the rules until a new CfJ
overrides it, or the relevant rules change. A CfJ should be decided on the
basis of, in order of priority, the text of the rules, the spirit of the
rules, and game custom.
Created by Proposal 49, June 2 1998
Section 3-2-2: Cases
A case is a subclass of trial which may be subclassed
further, changing its default attributes. A case has an accused player,
which may be any player, the name of a crime defined in the rules, and
optionally, reasoning. A case has three randomly selected judges, none of
whom may be the initiator or the accused. A case may not be called if
there are fewer than five players. A case has two penalty referenda which
are created with it, the Penalty for the Accused and the Penalty for the
Accuser. These are children of the case. The criteria for a case are, in
no particular order, the text of the rules and the interests of the state.
Created by Proposal 49, June 2 1998
Section 3-2-2-0: Penalties
Penalties are a subclass of referenda. The accountant for
penalties is the Secretary of Justice. Penalties are created and change
states along with their parent cases. The only players who may vote on a
case are those who can vote on its parent case. Possible votes are any
specification of a loss of LOYALTY, expulsion, and the loss of voting
rights on one or more proposals. Instead of the inactive state, a penalty
becomes either accepted or rejected, as specified by its parent. When a
penalty becomes accepted, if a majority of those able to vote on it voted
the same way, then they appropriate Secretaries should carry out the
penalty.
Created by Proposal 49, June 2 1998
Section 3-2-2-1: Civil Cases
A civil case is a subclass of case. A civil case may only
be called on a civil crime. The possible votes are PLAINTIFF and
DEFENDANT. One judge of the case should be a randomly selected member of
the Revolutionary Party, the other two should be Proles, however none of
them may be the accused or the initiator. If there are fewer than two
proles not involved in the case, more than one judge may be a member of the
Revolutionary Party. If the result is PLAINTIFF, the Penalty for the
Accused becomes accepted and the Penalty for the Defendant becomes
rejected. If the result is DEFENDANT the reverse happens.
Created by Proposal 49, June 2 1998
Section 3-2-2-2: Criminal Cases
A criminal case is a subclass of case. A criminal case may
only be called on a criminal crime. The initiator of a criminal case must
be a member of the Revolutionary Party, the accused must be a prole. The
possible votes are GUILTY and INNOCENT. Two judges are the members of the
Revolutionary Party who are not the initiator, the other is a Prole other
than the accused. A criminal case does not have a Penalty for the Accuser.
If the result is GUILTY, the penalty for the Accuser becomes accepted,
otherwise it becomes rejected.
Created by Proposal 49, June 2 1998
Section 3-3: Sub-Proposals
A sub-proposal is a subclass of referenda. The Secretary of Truth
is the Accountant for sub-proposals. They may only be created when a
proposal defines one, and they are created and change states along with
that proposal. NONE is always a legal vote for a sub-proposal, and a
proposal which defines a sub-proposal must define at least two more. When
a proposal which has a sub-proposal is accepted, the sub-proposal is also
accepted. In any other circumstances, the sub-proposal simply becomes
inactive. If a sub-proposal is accepted (thereby becoming inactive) then
the winning possibility is selected. The winning possibility for the
sub-proposal is the vote other than NONE which received the most votes, and
the one listed first in the proposal if there is more than one; instead of
this method a the proposal may specify a different way in which the winning
possibiility (WP) is determined. Any instruction within the proposal which
are conditional on the selected WP should then be treated as if they were
part of a proposal accepted without a sub-proposal.
Created by Proposal 55, June 9 1998
Moved to Section 3-3 by SoT, June 9 1998
Section 3-4: ERRORs
An Edict for the Reordering and Reorganization of the Rules is a
subclass of referenda. ERRORs may only created by the Secretary of Truth,
who is the accountant for this type of referenda. The legal votes for
an ERROR are ACCEPT and REJECT. All player's votes are set to ACCEPT when
an ERROR is created. When an ERROR becomes inactive, it takes effect if
and only if all players voted ACCEPT. An ERROR may only contain
instruction to move paragraphs from one rule to another, create new (empty)
rules, rename rules, and relocate rules.
Created by Proposal 57, June 9 1998
Moved to Section 3-4 by SoT, June 9 1998
Section 4: Foreign Affairs
Section 4-0: Internomic
The Secretary of Love will be Macronomic's
Liaison to Internomic. Voting on Internomic proposals will be determined
by a majority of the Revolutionary Party, if a majority opinion exists. Any
player may make a proposal to Internomic by privately submitting it to the
Secretary of Love and clearly indicating that it is to be sent to Internomic.
If MacroNomic is selected to judge an Internomic CFJ then it should be
submitted to the Revolutionary Party. The Revolutionary Party will determine
the verdict by a majority vote, and the Secretary of Love will be responsible
for writing reasoning for the verdict and submitting it to Internomic.
Amended by Proposal 20, May 12 1998
Moved to Section 4-0 by Proposal 49, June 2 1998
Amended by Proposal 54, June 9 1998
Section 4-2: Republics
MicroNomic and Pnomic are subject republics to MacroNomic. As
such they receive a nominal independance, and should request entry into
Internomic. The liaison for MicroNomic is the Assistant Secretary for
MicroNomic Foreign Affairs, the liaison for Pnomic is the Seargent of the
Occupying Force in Command of Foreign Matters. Both positions are
Secretaries, and none can be held by the same player as the Secretary of
Love or each other, unless multiple ones are held by the SoCC. Both
positions vote the same way as the Secretary of Love, and all other
decisions are handled the same way they would be by the Secretary of Love.
Created by Proposal 58, June 9 1998
Moved to Section 4-2 by SoT, June 9 1998
Section 5: Education
The University of MacroNomic is a branch of the Government which is
dedicated to educating citizens of MacroNomic and other nomics of the glory
of MacroNomic, as well as enlarging the size of MacroNomic. The Secretary
of Education is responsible for the University.
When a player joins MacroNomic the Secretary of Education assignes
them a random, non-teaching professor, unless there are no non-teaching
professors or the player requested a specific professor. If the entering
player requested a specific professor, and that professor is non-teaching,
then that professor will be assigned to the student. When a player is
assigned a professor then that professor becomes a teaching professor, and
that player becomes eir student. The professor is expected to help the
student learn about MacroNomic and how to play until the professor publicly
declares that the student has graduated. Any player who has been a student
for a whole month graduates immediately. When a student graduates, e
ceases to be a student and eir professor becomes a non-teaching professor.
Papers are a subclass of Referenda. The subclass of Papers has the
default properties of a subclass of Referenda, and Papers have the default
properties of Referenda, with the following exceptions: The Accountant of
Papers is the Secretary of Education. A Paper can be in one of four states:
Preactive, Active, Active2, and Inactive.
While a Paper is Active, only members of the Revolutionary Party
may change eir votes on it. They are encouraged to vote based on whether
the text of the Paper "glorifies and enhances the image and reputation of
MacroNomic". If, 7 days after a Paper becomes Active, there are more FOR
votes than AGAINST votes on it, it becomes Active2; otherwise, it becomes
Inactive.
While a Paper is Active2, all players may change eir votes on it.
They are encouraged to vote based on whether the text of the Paper successfully
"enhances the understanding of MacroNomic or nomic as a whole". If, 7 days
after a Paper becomes Active2, there are more FOR votes than AGAINST votes
on it, the Paper is said to have been accepted, the player who made it becomes
a Professor, and it becomes Inactive; otherwise, it merely becomes Inactive.
Papers which become Inactive without being accepted are said to have been
rejected. Whenever a Paper is accepted the Secretary of Education may grant
the professor whose paper was accepted a specialty. Specialties are cumulative,
and a player can be a professor in several fields.
If three consecutive Papers of a single professor are rejected, that
professor ceases to be a professor. If 60 days pass without a Paper from
a single professor being submitted, that professor ceases to be a professor.
If at any time there are no professors, teaching or otherwise then the
members of the ruling party shall be Acting Professors. An Acting
Professor has all of the duties and responsibilities of a professor. If a player becomes
a professor and there are any acting professors, the following occurs.
All non-teaching acting professors lose their acting professorship.
All teaching Acting professors lose their acting professorship when their
current student graduates. The default vote for the player who submitted the
Paper is FOR.
Created by Proposal 25, May 19 1998
Amended by Proposal 34, May 26 1998
Amended by Proposal 38, June 2 1998
Amended by Proposal 43, June 2 1998
Moved to Section 5 by Proposal 49, June 2 1998
Amended by Proposal 50, June 9 1998
Amended by Proposal 61, June 9 1998
Section 6
Section 6-0: Objects
Within MacroNomic there are several different types of Objects. All Objects
are owned by the State, but may be held and collected by the players, who
may then utilise them to the extent that they are defined within the rules.
Created by Proposal 65, June 9 1998
Moved to Section 6-0 by SoT, June 9 1998
Section 6-0-0: Standard Object
All Objects and types of Object have the following defaults:
1) The Secretary of Membership is responsible for recording how many
Objects are held by each player.
2) Objects exist in positive integer quantities only.
3) Objects held by a player when they leave the game get transferred to the
Secretary of the Central Committee
Created by Proposal 65, June 9 1998
Moved to Section 6-0-0 by SoT, June 9 1998
Section 6-0-1: Tradable Objects
Any Object that is defined as a Tradable Object may be freely exchanged
between the players. This exchange takes place by the notification of the
Secretary responsible for that type of Object.
The default for all Tradable Objects are the same as for other Objects,
with the following changes and additions:
1) The Secretary of Trade is responsible for recording how many Tradable
Objects are held by each player.
2) Tradable Objects can be traded in positive integer quantities only.
3) A player may not transfer more Tradable Objects than e currently holds.
Created by Proposal 65, June 9 1998
Moved to Section 6-0-1 by SoT, June 9 1998
Section 6-0-2: Global Limits
This rule applies whenever a rule creates a new instance (or instances) of
an Object by awarding it (or them) to a player.
1) If there is no Global Limit defined for that type of Object, or the rule
in question claims precedence over the Global Limit, then the player
receives the exact number of Object(s) specified in the rule.
2) If there is currently a Global Limit, and the total number of the
specified Objects already in the game is below the Global Limit, then the
player receives as many of that type Object as possible (up to a maximum of
the number specified in the rule) without taking the total over the Global
Limit.
3) If there is currently a Global Limit, and the total number of the
specified Objects already in the game is equal to or greater than the
Global Limit, then the player does not receive anything
Created by Proposal 65, June 9 1998
Moved to Section 6-0-2 by SoT, June 9 1998
Section 6-1: Physical Objects
Physical Objects have the following properties by default:
1) The Secretary of Trade is responsible for recrording what quantity of
Physical Objects is managed by each player.
2) Pysical Objects exist in integer quantites only.
3) A player may transfer management of a positive quantity of physical
objects that e manages to another player by notifying the Secretary of
Trade of such a transfer. A player may not transfer noninteger portions of
a Physical Object, nor transfer more Physical Objects than e manages.
Created by Proposal 68, June 9 1998
Moved to Section 6-1 by SoT, June 9 1998
Section 6-2: Vote Farms
Within MacroNomic there exists a farming community. This community gathers
together in farms of variable sizes and reaps the produce of the land. All
the farms are owned by the state, but players may manage certain quantites
of farmland.
Acres of Farmland are Physcial Objects.
Created by Proposal 68, June 9 1998
Moved to Section 6-2 by SoT, June 9 1998
Section 6-3: Proposal Mines
Macronomic is an industrialized nomic. The state owns all Proposal Mines
and Proposal Commodities, but individual players may manage them.
There exist three types of Proposal Commodities: Ideas, Words, and
Terminologies.
There exist three types of Proposal Mine, one for each Proposal Commodity:
Idea Mines, Word Mines and Terminology Mines.
Terminology may be abbreviated 'Term', and Terminologies 'Terms'.
All types of Proposal Mines are Physical Objects.
All types of Proposal Commodities are Phyiscal Objects.
At the beginning of each Macronomic week, each Proposal Mine produces 3 of the
Proposal Commodity it corresponds to, under the management of the Mine's
manager.
There also exist the State Mines, from which come all three types of
Proposal Commodities. The State Mines are not, nor can be managed by any
player.
Any player with Loyalty greater than or equal to 15 may Operate the State
Mines, receiving one Proposal Commodity of a type of eir choice, by
notifying the Secretary of Trade of such an action. No player may Operate
the State Mines more than once during a week. When a Prole Operates the
State Mines, e loses 15 Loyalty Points.
Created by Proposal 68, June 9 1998
Moved to Section 6-3 by SoT, June 9 1998
Section 9.5: Treason
Publicly declaring one's intent to become a member of the
Revolutionary Party is treason, a crime.
Created by Proposal 52, June 9 1998
---Philo
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