Back in August last year we went through some changes with an update to the rules. The set of rules introduced then was still incomplete, and a new, fuller edition of the rules was promised. I am pleased to announce that is now ready for release, and I encourage everyone to read the new rules carefully as soon as they have the opportunity to do so. It takes time, I know, but it is worth reading in full, and if anything is unclear, I will be happy to do what I can to clarify.
As some of you know, Amazeroth has been away for a while. Due to this, he has not been involved at the end-phase of this process, although he did make very valuable input at the earlier phase, for which I would like to thank him. Nevertheless, it is probably only fair to say that if you really don't like the new rules, I am the guy to hurl the eggs at. But at this stage, with us just having entered the New Year, I really do feel the time is right to move forwards.
*
The perennially controversial early election tactic is now going to be restricted. To quote the new rule,
10.1 It is not allowed to call more than 5 elections in 5 game years in a nation. The default sanction for a player persisting in the early election tactic will be a seat reset.
*
Treaty-locking is also now restricted:
14.2 "Treaty-locking", or ratifiying treaties that completely or nearly completely forbid any proposals to change laws, is not allowed. Amongst other possible sanctions, Moderation reserves the discretion to delete treaties and/or subject parties to a seat reset if this is necessary in order to reverse a treaty-lock situation.
*
The rules surrounding complying with Cultural Protocols have been further clarified (see section 6).
*
In section 16, the requirements for passing Cultural Protocol updates have been tightened a little. It is now necessary for a Cultural Protocol update to have been passed by two-thirds of players with seats representing more than half of the votes in the legislature, and it is also necessary for at least 1 of the players sponsoring the update to have been continuously active in the nation (ie. no inactivations) for at least the last month.
*
Perhaps the biggest change in the new rules is in section 15. Cultural Protocols must now be "affirmed" during determined "Cultural Eras" or else they will become candidates for Culturally Open status. Affirmation is carried out by passing a Cultural Protocol update.
At the end of the Cultural Era, Moderation will review the candidates and make a judgement about whether to allow them to continue over into the next Cultural Era. There will be a consultation and opportunities for players to put forward their views, once the time comes to make these decisions.
The first Cultural Era begins today and will end on May 1st 2016.
Long-term, as some unaffirmed Cultural Protocols are allowed to elapse, it should once again become possible for players to get involved with setting up new Cultural Protocols. Although the requirements for setting up new Cultural Protocols will be stricter than they were in the past; see section 17 for more on that.
*
I do understand some players, especially some of our more experienced players, will be unhappy with the concept of Cultural Protocols being allowed to elapse. However, it is necessary to introduce a greater element of fluidity and to keep the game lively. We have some very good, very keen players coming into the game. If we are to keep their interest, eventually we are going to need to offer them the same opportunities to test their ideas as we oldies enjoyed in the past.
*
I have listened carefully to the arguments for "cultural planning" to ensure a broader range of cultures are represented in the game, and also for "cultural sense" or "cultural continuity" across continents or regions. The new rules do not impose any of this, but in certain circumstances they do create leeway for these concerns to be taken account of when it comes to Cultural Protocol updates and the creation of new Cultural Protocols. See 16.5.1 and 17.1.2 for more details on this.
*
Under section 18, nations with 4 or more players with seats may appoint a Nationmaster to "assist in the initiation, development and co-ordination of role-play in the nations they are attached to". Some of you may remember EEL playing a role like this in Dranland/Dankuk at one time, and it worked wonderfully well.
Nationmasters will not have any formal authority, but it is to be hoped they will bring an extra dimension to the playing of the game. It will be possible to be Nationmaster for more than 1 nation at a time, so if some really good Nationmasters emerge, they can be shared around and we won't have to fight over them.
*
The rules surrounding role-play and character control have been clarified in the "Role-play" part of the rules. I hope these will help.
*
On a final note, let me concede, of course, that in the long-term, not all rules are set in stone. Doubtless we will see the odd controversy and arguments made for additions, subtractions and modifications. There will be "test cases" which challenge us all to look at things again. All of this is to be expected and I am open to it; your goodwill is all I ask.