User:Wooble/Scorekeeper Cheatsheet

From Nomicapolis

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(Rules that affect the population: add rules)
 
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==Rules that affect the population==
==Rules that affect the population==
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{{Ruleblurb|330}}
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{{Ruleblurb|367}}
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{{Ruleblurb|389}}
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{{Ruleblurb|390}}
==Rules that directly effect the score==
==Rules that directly effect the score==

Current revision as of 17:41, 23 May 2007

Contents

Places to update population figures (monthly)

Rules that affect the population

330

This is a mutable rule.
This rule is current, please view the discussion page for its vote archives and any discussion.


Proposed by Applejuicefool 10:46, 25 November 2006 (EST)

There exists a type of entity called "Citizen of Nomicapolis", a term which may be shortened to "Citizen" without the meaning being altered.

When this rule goes into effect, a number of Citizens is created equal to 5,000 for each active player, and 2,500 for each player whose status is other than "active."

New Citizens are not automatically added by this rule when new players join the game or when players gain "active" status. Citizens are not automatically eliminated by this rule when players leave the game or lose their "active" status. This rule provides for a one-time creation of Citizens, and this rule will not further affect the number of Citizens in the game.

Other rules may be adopted which will affect the number or nature of Citizens in the game.

The number of Citizens in the game is termed the "Population of Nomicapolis" or, simply, "Population." The Population shall be posted on the Nomicapolis main page. If the Population changes for any reason, this posting shall be updated to reflect the correct Population.

The Judge of Nomicapolis shall be responsible for calculating and properly posting the current Population. The preceding sentence of this rule defers to rules which assign this duty to another player.

367

This is a mutable rule.
This rule is current, please view the discussion page for its vote archives and any discussion.


Proposed by Applejuicefool 10:07, 9 January 2007 (EST)

1. This rule shall take effect at 12:01 am (EST), February 1, 2007.

2. Upon passage of this rule, each Citizen of Nomicapolis shall gain an attribute called "Age." Initially, the existing Citizens of Nomicapolis shall be divided evenly among the seven possible Age values, listed below.

3. The possible values for the Age attribute shall be:

a. Infant
b. Young
c. Young Adult
d. Adult
e. Middle-aged
f. Elderly
g. Ancient
These values represent a sequence wherein “Young” follows “Infant”, “Young Adult” follows "Young," etc.

4. On the first day of each month, all citizens who had been designated "Ancient", and half the citizens who had been designated "Elderly", shall die and be removed from the Population. Following this event, each remaining citizen’s Age shall progress to the next value in the sequence.

5. On the first day of the month, following the events in clause #4, one new "Infant" citizen shall be born and added to the population for each citizen designated as "Adult"; in addition, one new "Infant" citizen shall be born and added to the population for every two (2) citizens designated either as "Young Adult" or as "Middle-aged".

6. Population of each age category and changes to these populations shall be applied proportionately to each of the geographic regions of Nomicapolis.

7. The Judge shall no longer have the responsibility of keeping up with the Population. Instead, the Scorekeeper shall maintain the total population of Nomicapolis on the Main Page. The Scorekeeper shall also maintain a separate page entitled Population of Nomicapolis listing the total population, and demographic details of the population including the number of citizens of each Age and which Canton they inhabit.

389

This is a mutable rule.
This rule is current, please view the discussion page for its vote archives and any discussion.


Proposed by Wooble 11:26, 11 May 2007 (EDT)

On the second day of each month, a Dynasty which has declared war on another dynasty shall lose citizens equal to (0.5% * RANDOM: AAPL) * (Young Adult + Adult population), for each Dynasty they have declared war on. 75% of those citizens lost shall be Young Adults and 25% shall be Adults.

In addition, any Dynasty which has had war declared upon it by another Dynasty shall lose (0.5% * RANDOM: MSFT) of its total population, taken evenly from each age group.

390

This is a mutable rule.
This rule is current, please view the discussion page for its vote archives and any discussion.


Proposed by BobTHJ 15:09, 11 May 2007 (EDT)


On the first day of each month, immigrants arrive in a canton of Nomicapolis looking for homes. After the Scorekeeper updates Population totals, the number RANDOM: MCD is determined and the Scorekeeper takes action based on its value:

0-1: The Scorekeeper adds 10 to the population of each age group of the North Canton 2-3: The Scorekeeper adds 10 to the population of each age group of the South Canton 4-5: The Scorekeeper adds 10 to the population of each age group of the East Canton 6-7: The Scorekeeper adds 10 to the population of each age group of the West Canton 8-9: The Scorekeeper adds 10 to the population of each age group of the Central Canton

The Scorekeeper shall keep a record on the Public Announcements page of which Canton received immigrants for each month since this proposal was passed.

Rules that directly effect the score

345

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206

This is a mutable rule.
This rule is current, please view the discussion page for its vote archives and any discussion.


When a proposed rule-change is defeated, the player who proposed it loses 10 points.

308

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322

This is a mutable rule.
This rule is current, please view the discussion page for its vote archives and any discussion.


Proposed by --Dayd 22:14, 17 November 2006 (EST)

When a rule is passed the player that proposed it shall gain 10 (positive) points.

346

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360

This is a mutable rule.
This rule is current, please view the discussion page for its vote archives and any discussion.

Proposed by--Dayd 01:43, 21 December 2006 (EST)

After a vote where the out come is passed or failed (examples may include: rule proposal votes, improper proposal votes) a popularity rating will be assessed toward everyone who voted.

  • A vote cast for that is also part of the majority will be worth +15 popularity.
  • A vote cast against that is also part of the majority will be worth +10 popularity.
  • A vote cast for that is also part of the minority will be worth -5 popularity.
  • A vote cast against that is also part of the minority will be worth -10 popularity.

Abstaining, along with any other vote that is neither for nor against, shall be worth 0 popularity. In the event that there is no clear majority or minority (i.e. for and against recieved the same number of votes) 0 popularity will be assessed. Popularity will be tracked on the Scoreboard.

362

This is a mutable rule.
This rule is current, please view the discussion page for its vote archives and any discussion.


Proposed by --Tucana25 13:38, 27 December 2006 (EST)

This rule takes precedence over rule 207

Any player who has not voted on a proposal or debated on one within the last 14 days shall be declared 'inactive'. If there have been no proposals to vote on since the player's previous vote, he or she cannot be declared 'inactive'. A player's status will change from 'inactive' to 'active' after he or she has made one proposal. Only players deemed to have 'active' status at the beginning of a proposal's voting period may vote for that proposal. All players that are not deemed to have 'active' status shall not count against the total number of players for purposes of the quorum. When a player is declared inactive he or she loses 10 points (Gains 10 negative points). When a player changes to or from 'active' status, the census page shall be edited and refactored to account for the change in status.

370

This is a mutable rule.
This rule is current, please view the discussion page for its vote archives and any discussion.


Proposed by --Finisterre 05:26, 15 January 2007 (EST)

Any Player who achieves a negative score of 25 points or below will immediately have their score set to 25 (positive), and gain 100 popularity. A player may only use the effects of this rule once in any given round, even if their score falls below 25 points again.

375

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381

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Industry

392

This is a mutable rule.
This rule is current, please view the discussion page for its vote archives and any discussion.


Proposed by BobTHJ 11:17, 18 May 2007 (EDT)

At any time, the leader of a Canton may set an Industry Index (an integer between 0 and 10, inclusive) for their Canton by posting it to the Public Announcements page. Unless otherwise specified, the default Industry Index for any Canton is 3. Canton Leaders may change the Industry Index for their Canton at any time. The Industry Index is a measure of how hard the citizens of that Canton are directed to work.

On the 10th day of each month the Scorekeeper shall deduct Popularity from each Canton Leader equal to RANDOM:DIS times the Industry Index for that Canton minus 10 (New Popularity = Old Pop - ((RANDOM:DIS * Ind Index) - 10)). This represents how content the citizens of each Canton are with their leadership.

On the 15th day of each month, the Scorekeeper shall set the Industry Points of each Canton as follows (unspent Industry Points from the previous month are lost): Industry Points = Industry Index * (Adult Pop + (Middle-aged pop / 2) + (Young Adult pop / 3)) * [random number] (The above figures represent the population for that Canton only) In the above calculation, replace [random number] with the following:

  • North Canton - RANDOM: GOOG
  • South Canton - RANDOM: AMZN
  • East Canton - RANDOM: YHOO
  • West Canton - RANDOM: EBAY
  • Central Canton - RANDOM: CSCO

The Industry Point total should be rounded down to the nearest integer. Industry Points represent the labor power of the citizens of each Canton.

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