
There may be one or more concurrent games of Singularity Countdown running. With daily actions by its users, most will run up to a month or more of real time, and represent the time between now and the hypothetical Technological Singularity. A Game usually ends when a Project controlled by a user achieves a Post-Human rating (P) in each of its named Attributes.
A game may be created at any time by a user with a role that has the 'create game content' permissions. When a new game is created, all users subscribed to the Game content type will be notified by e-mail.
When creating a new game, several options will be available to the creator, including Start Date, Limit Number of Projects, AI Project Ratio, Allow Late Starts, Limit Project Domain, Number of Attributes, Starting Attributes and Challenges. The Start Date, if specified, determines the date the game will enter the Pre-Game Phase, up to three days from the creation date. If not specified, then the game enters Pre-Game Phase as soon as the Limit Number of Projects have enrolled. The Limit Number of Projects value determines the maximum number of projects that may enroll in a game. The AI Project Ratio determines how many computer-controlled projects will be created for every player-controlled project in the game. If one or more Project Domains are checked in Limit Project Domain, then new projects must be of only those domains. Otherwise, new projects may choose to be of any domain. The Number of Attributes will be between 1-9, and any or none of those may be specified when setting up the game, with Starting Attributes. One or more Challenges may also be set to affect the difficulty of a game.
Example: Jacob starts a game, set to begin in 2 days, and limits the players to 6, with 1:2 AI projects. He limits the project domains to .com, .gov, and .edu, and specifies no starting attributes or challenges.
Each Game starts with up to nine Attributes. The creator of the game has the option to specify any or none of the attributes by name when setting up a game. If any of the Attributes are not specified by the creator, then each user joining the game with a Project may suggest a number of Attributes up to the total specified before the Pre-Game Phase. Project Attribute suggestions will not be displayed to other players until the Pre-Game Phase begins. All all times during suggestions, whether by the game's creator or by another player, the player will be able to view attributes chosen from past games, along with available statistics, such as the number of games an attribute was used, and its popularity by other players.
Example: A game is begun with the following attributes: 'Versatility', 'Hostility', 'Speed', 'Reach', 'Portability', 'Self-Awareness', 'Ecology', 'Genetics', and 'Popularity'. As all nine slots have been pre-chosen by the game's creator, enrolling players will not have the opportunity to suggest starting attributes.
A player may join a game by pressing the Join Game button when viewing a game, unless the game has started and/or the game has reached the maximum number of players. In general, a new player may not join a game in progress that has already entered its Pre-Game Phase, unless the game's creator has checked the Allow Late Starts checkbox when creating the game. If a game has entered the main game phase when an allowed player joins the game, that player will receive Attributes and Materials each equal to the average rating of all players from the previous turn, or the lowest from existing players, whichever is lower.
When the game begins, either on the specified Date/Time, or when the limit of players have joined, it begins the Pre-Game Phase. Additionally, if at least 3 days have passed since creation, and the limit of players has not yet been met, then the creator of the game may start it at any time. If a game has not begun in 7 days, then it will be dissolved and ended. In any case, players will be notified when the Pre-Game Phase begins, or if a game has been dissolved.
If there are any attributes that were not specified by the creator, then players enrolling projects in the game are given a chance to suggest attributes. During the Pre-Game Phase, all suggested attributes are tallied. If there are clear winners of named attributes shared among players, they will automatically become Attributes in the game. If there are still unallocated attributes after that, then players may discuss and vote on the attributes to assign during the Pre-Game Phase. At the end of the Pre-Game Phase, the votes will be finalized, and attributes assigned from the suggested attributes. Any ties or otherwise unclear decisions will be selected randomly. If there are not enough suggested attributes, then any unallocated slots will be chosen randomly from attributes used in past games.
Example: The creator chooses 'Money', 'Warfare', and 'Popularity' as the initial attributes for the game. As other players enroll, they see these initial selections, then each have the opportunity to suggest up to six attributes, by typing an attribute name in a text field. These selections are not displayed to the other players until the Pre-Game Phase. At the beginning of that phase, the suggestions are tallied. The choices are Speed (suggested by 5 players), Law (4 players), Genetics (4), Intelligence (3), Bandwidth (3), Clarity (2), Acumen (2), and Strength (2). Additionally, Humor, Evilness, Space Worthiness, Literacy, Aesthetics, and Hyper-activity are suggested. In this case, Speed, Law, Genetics, Intelligence and Bandwidth are automatically promoted, as they clearly received the most votes, allocating a total of eight attributes. Clarity, Acumen, and Strength were tied for the sixth slot, so will be voted among the players. If at the end of the Pre-Game Phase, there is a clear winner from the three, then it will be promoted. Otherwise, one will be chosen randomly.
Each user in a game controls a project. Each project in the game is striving to become Post-Human with technological innovations.
When creating a new Project, the user selects its Domain from available options. The Project's Domain may not be altered after creation. Each Domain may have its own advantages and disadvantages that the Project must abide by.
The .com domain is reserved for corporate and commercial projects. These projects are created using a Corporation or LLC. Corporate domains have no inherent advantages or disadvantages.
Open Source projects use the .org domain. Any innovations created by such a project are freely available to all other projects, and may not be licensed (to or by any project). However, the costs for R&D are significantly reduced for Open Source projects, as they build on other freely available innovations, and do not require traditional sources of revenue.
Military projects, using the .mil domain, may not license their innovations to other projects. However, as they are entirely subsidized by their respective governing bodies, often with little oversight, their Utilization costs are reduced.
Universities are registered in the .edu domain. They may not engage in Espionage or Material Production. However, their costs for R&D are significantly reduced, as are their Utilization costs.
The .gov Domain is used by Government projects. The costs for Government R&D and Material Production are increased. Utilization costs, on the other hand, are decreased. They may not use otherwise freely available Open Source innovations for several turns after their release.
Emergent technologies, using the .net Domain, are projects arising spontaneously out of the complexities of systems. As communication between Emergent projects and other projects are initially limited, until the Post-Human stage of a game Emergent Projects may not License innovations, nor receive Licenses, Loans or Gifts from other projects, nor may their R&D be spied upon. However, their costs for Espionage are drastically reduced.
Black Net Projects, created by hackers, prefer the anonymity of the .x domain. They do not require a License in order to Pirate an Innovation, and the costs for Espionage are decreased.. However, costs for R&D are increased.
Each game begins with nine named Attributes. Each Attribute has a description, which can be edited by the creator of the game. Every project has a rating for each attribute, from 1-9, or P (for Post-Human). All Attributes for each project begin at a rating of 1, and can be raised temporarily or permanently through various in-game actions. The player whose Project achieves a permanent rating of P in all attributes is victorious.
Projects may choose to perform one or more in-game actions each turn. Enacted actions change the game state according to specific rules outlined here and where noted.
Each turn, every project may add one or more actions into a queue. Each action is assigned a percentage value, from 1% to 100%, which must total 100% between all specified actions. Each turn, the current values of all Attributes of a project are totaled, receiving 10 for each attributed rated P, and this total is then multiplied by one plus the number of Attributes rated P. An appropriate percentage of this value, rounding down in each case, is assigned to the actions as specified, with any remainder being assigned to the last specified action. If at the enactment of any turn a specified action is no longer valid for a project to perform, then it is removed, and its percentage points assigned to the next specified action. Otherwise, actions stand from turn to turn until changed or removed by the project. If there are no specified actions during a turn, then no actions will be performed by that project that turn.
The actions specified must come from the following list.
When specifying a Research Material Action, a project either chooses an existing material not known to the project, or assigns a unique name to a new material and selects options according to the rules in the Materials section. Unless otherwise specified, no more than one material may be researched at a time. A project may not research a material already known to that project.
When specifying a Research Innovation Action, a project either chooses an existing innovation not known to the project, or assigns a unique name to a new innovation and selects options according to the rules in the Innovations section. A project may not research an innovation already known to that project.
Materials are created by R&D in the game. When a Material is introduced, it may be produced by any Project that has the ability to do so. Utilizing an Innovation involves at least one specified Material, which must be possessed by a Project. Materials may be traded, offered, or stolen with in-game actions.
Materials are researched by projects with in-game actions. A project may only research up to one material at a time. When initiating research, the project outlines the name, description, and effects of the desired material. This is kept secret from other projects, unless they choose to divulge the information, or if it is discovered through espionage. However, all research by Open Source projects will always be revealed to all other projects.
Materials each have an inherent power in relation to other materials. Researching materials that are more powerful than another is also more difficult. When specifying a new material to research, the project will specify a Power level, from 1-9. Determined at the time of initiating research, this power level must be no higher than the value of their currently highest attribute.
When the R&D is complete, all details of the material is divulged to all projects, who are then given an opportunity to vote on whether to introduce the material to the game. Each project, including the project introducing the material, may vote Yes, No, or Abstain. If a project chooses not to vote within two turns of the completion of research, then that project casts an Abstaining vote. The project introducing the material automatically casts a Yes vote. Votes (other than by the researching project) may be changed until the end of the voting period. If at the end of the voting period, there are more Yes votes cast than No votes, then the Material is introduced into the game.
Example: A project chooses to research Transelectromagnetic Brownian/Gaussian Plasma Inductors, to which they assign no inherent bonuses or limitations. Once the research is complete, all seven players are able to vote during the next two turns to introduce the material into the game. The researching project automatically votes yes, along with three others. Two vote no, and the last doesn't vote, which counts as abstaining. The final talley, 4-2-1, results in the material being introduced into the game.
Materials may be produced by any Project with the ability. When a Material is introduced into a game through R&D, all Projects gain a Material Production rating of 0 for that Material, except the Project that introduces the Material, which gains a rating of 1, and an automatic 1 point of that Material. Material Production ratings may be raised and lowered with in-game actions, although never lower than 0. Projects will automatically produce Material of each type each turn equal to their current ratings.
Example: A Project introduces the 'Anti-matter' Material through R&D. On that turn, it gains 1 point of Anti-Matter, and its Anti-Matter Production level starts at 1. All other Projects are given a Production level of 0. Each turn thereafter, that Project will gain 1 point of Anti-Matter, and can save the Anti-Matter, Utilize it, or trade or give it to other Projects (or have it stolen).
When a Material is first introduced into a game, it may optionally be assigned one or more limitations by the Player. Limitations will apply a penalty to the material, while at the same time offering a bonus.
If a Material is difficult to produce, then the cost to raise the level of Production for that Material is raised by a rounded 20%. If a Material is Difficult to Produce, it may not also be Easy to Produce.
A Volatile Material costs a rounded 20% more to produce. A Material may not be both Volatile and Renewable.
A Weak Material is 20% less effective when Utilized. A Material may not be both Weak and Potent.
If a Material is Unstable, then at the beginning of each turn, a Project's Material points will be reduced by a rounded 20%. A Material may not be both Unstable and Self-Reproducing.
To balance each Limitation placed on a Material, a Bonus must also be placed on it, and vice versa. A single unique Bonus or Limitation may only be placed once on a Material.
If a Material is easy to produce, then the cost to raise the level of Production for that Material reduced by a rounded 20%. If a Material is Easy to Produce, it may not also be Difficult to Produce.
If a Material is Renewable, then the cost of producing new Material points is decreased by a rounded 20%. A Material may not be both Volatile and Renewable.
A Potent Material is a rounded 20% more effective when Utilized. A Material may not be both Potent and Weak.
Self-Reproducing Material will increase by a rounded 20% at the beginning of each turn. A Material may not be both Self-Reproducing and Unstable.
Example: A Project has 13 points of Nano-Transcinum, a Self-Reproducing Material. At the beginning of the next turn, the level will be increased to 16.
Innovations are created by R&D in the game. When an Innovation is introduced, it may be utilized by any Project familiar with the innovation, whether by having developed it, or licensed, reverse engineered or pirated it from another Project.
To research a new Innovation, similar to a Material, a project must declare and define the desired Innovation. An Innovation must be tied to one or more Materials, as specified when declaring the research. Each Innovation will have one or more effects when utilized.
When researching an Innovation, the project must first specify one or more Materials required for the Innovation. The rating of all the Materials are averaged, with the rounded-up result added to the number of required Materials for a final Innovation rating. This rating is used to determine how many Action and Material points are required for research, how many Material points are required to utilize the Innovation, and the magnitude of any effects from utilizing it.
Once a desired Innovation has a rating, the project must spend this number of Action points, squared, in order to successfully research the Innovation. Additionally, a number of Material points from each linked Material must be spent both at the onset of Research, and just prior to Vetting.
For example, the Circle X project decides to research the "Warp-X Network Backbone" Innovation. They declare that it requires Marsonium, which is rated 4, and Bolly Robots, which are rated 3. This results in a total of 7, divided by 2, rounded up for 4, and added to the two Materials, for a final Innovation rating of 6. This means that it will require a total of 36 Action points, and 6 Material points for each of Marsonium and Bolly Robots to be spent twice during the process.
As with Materials, a new Innovation must be vetted by a majority vote from all active projects in a game. When the research has been completed and all Material points have been spent, then the desired Innovation will be presented, and all projects will have two turns in which to vote Yes, No, or Abstain, with any projects not voting counting as Abstain. If the vote results in more Yes than No votes, then the Innovation will be introduced, with the researching project automatically gaining a level of 1 for the Innovation, and all other projects receiving a level of 0. If the vote fails, then the Innovation will not be allowed in the game. In the case of Innovation research failing, spent Material points are lost and may not be recovered.
A project that has created an innovation may choose to license it to other projects. When setting up the licensing, the project determines the offered Terms of Service. Any other project that agrees to those terms will be able to use the utilization during the offered time period. The owning project may end the offer at any time, but any projects using it may continue to do so until the end of their term, unless the license is revoked.
When setting up a license, the originating project may set one or more terms that must be agreed to. This can be the payment of one or more materials or the payment of one or more attribute points. The payment can be one time or recurring.
The duration of a license is determined when setting up the Terms of Service. This can be one or more turns, one time or recurring, or permanent.
A project may revoke a license from another project at any time. At the time of revocation, the project will determine whether to refund all or part of any payment. The project may also leave a message explaining the reason for revocation.
One or more Challenges may be set when initially creating a Game. Each Challenge is of a certain type, named, and described by the Game's creator, but only up to one of each type may be set.
If the Doomsday Clock Challenge is specified, it is set to a minute before midnight (11:59:00 PM). Each turn, the Doomsday Clock will be incremented by a second. If the clock strikes midnight, the game ends with no victor. The clock's time may be altered by in-game actions.
When this Challenge is set, no Project attribute may achieve a P rating until the Challenge has been overcome by in-game actions.
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