Corpolitick 2.2

                 The Game of Organizational Dominance(TM)(R)(C)

   In the not-too-distant future, power is forged, wielded, shattered,
   reforged, sharpened, wielded again, broken again, and hung on the wall
   as a Relic of Mystery by Organizations, ranging from tiny partnerships
   to mammoth multicontinent corporations, from strange clans to stranger
   nonprofit NGOs, from Amalgamated Marketing Marketing ("We only sell
   salesmen who sell salesmen") to PhytoCarn Products ("Animal-based
   health food for plants") to Geeks'R'Us to

   Corpolitick is a turn-based strategy game with a humor-cyberpunk feel
   run at M*U*S*H ( 4201).

See also chelp topics: object, actors, starting, actions, turns, rules,
                       winning, mechanics


                             The object of the game

   World economic domination, natch.



   Every player on M*U*S*H is a potential Corpolitick citizen, and upon
   registering to play is endowed with a (very) small fortune in the
   prevailing currency of the period. Players may invest this currency in
   existing organizations, spend to form new organizations, or sell their
   investments to regain currency.


   Any player or group of players can form an organization by pooling
   currency together to create the organization and issue shares of stock.
   Every organization has an input (a resource it consumes) and an output
   (a resource it produces), chosen from a list of resources. An
   organization may change its input and output each turn. At the end of
   each turn, organizations gain or lose wealth depending on the
   available supply of their input, the demand for their output, and
   investment activity.

The Government

   The Government enforces rules, and issues starting currency to players.
   It is powerful, and totally corrupt, bending to the whims of those
   organizations that offer the most lucrative ... suggestions.


                                 Starting state

   At the start of the game:
     * There are no organizations
     * There are no rules beyond those described here
     * Players who register will receive 1000 Ats as starting currency
       (@1000). Players who register later in the game receive
       starting currency that represents the average net worth of
       the existing players.

(That's how the game starts. If you're a player and want to know
how *you* start, you type +corp/join and finish reading these rules!)



   Each game turn consists of a set of actions by the players and
   organizations in the game. Actions are submitted secretly and all take
   effect simultaneously at the end of the turn. Players and organizations
   may submit multiple actions per turn, but ONLY ONE OF EACH TYPE unless
   otherwise noted. When actions can not take effect simultaneously,
   the Government chooses the order in which to apply the actions.
   See 'chelp actions order' for more information.

   In addition to the formal actions, of course, players and organizations
   may conduct any kind of informal marketing, deal-making, cooptation,
   collusion, etc. The Government takes no notice of this.

   Example: Player Sally submits two actions for turn 2: Form organization
   PDQ Inc (people->computers) with @100, and bribe government with
   @100 to learn who has spent for and against rule R1.  Sally could not
   submit another Form or Bribe action in this turn. Player Pat submits
   one action for turn 2: Form organization PDQ Inc (people->computers)
   with @100.  Organization Cackles Co. submits one action for turn 2:
   Retool input to minerals and output to food.

See also chelp topics: actions players, actions orgs, actions order

Actions players

   The following actions are available to players:

	Buy shares
	Sell shares
	Bribe government
	Form organization

   See chelp topics: buy, sell, bribe, form


   Form an organization

   This action creates an organization and endows it with starting
   capital and initial inputs and outputs. If multiple players form
   the same-named organization on the same turn, they are assumed to be
   partners in the investment. The total spent by all players forming
   the organization becomes its capitalization, and forming players
   receive shares in the organization proportional to their investment,
   less a 5% franchise tax levied by the Government.  At its formation,
   an organization may adopt a set of by-laws specifying:

     + Whether the names of shareholders are public: Possible choices
       are "No" (No one will be told who else are shareholders), "Private"
       (current shareholders can see the of shareholders, but no one
       else can), or "Public" (everyone can see the list of shareholders,
       the default).
     + Whether the shareholdings are public: Possible choices are
       "No" (No one will be told what blocks of shares are held),
       "Private" (only current shareholders can see the sizes of blocks
       of shares), or "Public" (everyone can see the sizes of blocks of
       shares, the default). Note that if both names and shareholdings
       are public, everyone will know who owns shares and how many,
       but if only shareholdings are public, the numbers of shares held
       will be visible, but not who holds them.

Buy aka Sell

   Buy shares in an organization

     Buying shares makes you a member of an organization. The price of
     shares for a given turn is announced at the end of the previous
     turn and does not change mid-turn. A player may submit any number
     of buy actions in a single turn, but may only buy or sell the shares
     of a given organization once per turn.

     A player who owns at least 20% of the outstanding shares in an
     organization is named a Director and has special privileges.
     See 'chelp directors' for information.

   Sell shares in an organization

     If you sell all your holdings in an organization, you are no longer
     a member. If an organization has no members (all shares are sold),
     it ceases to exist. A player may submit any number of sell actions
     in a single turn, but may only buy or sell the shares of a given
     organization once per turn.


  Players who own at least 20% of the outstanding shares in an organization
  are named as Directors of the organization. An organization can thus
  have from 1-5 Directors.

  Directors of an organization:
   + See the organization's input and output in +corp/org <organization>
   + See the names of other directors in +corp/org even if shareholder
     names are not visible.
   + Are notified of any organizational action submitted by any


   Bribe government for information about a proposal

     The bribe action allows a player to bid to learn how much each
     organization has spent for and against a proposed rule change.
     Bribes must include an amount to bid and the rule number on which
     information is being sought. Like other actions, a player may only
     submit one bribe attempt per turn.

     All money spent on bribes goes to the government. The highest-bribing
     player(s) gets the information. In the case of ties, all tied
     player(s) get the information.

Actions orgs

   Organizational actions require support by members owning at least
   50% + 1 shares in the organization to succeed.  The following actions
   are available to organizations:

       Change bylaws (visibility of shareholders and/or holdings)
       Retool (change input and output, see 'chelp retool')
       Propose a single new rule (see 'chelp rules')
       Lobby for/against any number of rules (see 'chelp rules')
       Takeover another organization (see 'chelp takeovers')


   Retool input and output

   There are five possible input/outputs:

     + minerals
     + animals
     + people
     + food
     + computers

     For example, an organization may input people and output food
     ("Soylent Green") or input computers and output minerals ("Denovo")
     or any other combination. An organization may not have the same
     input and output (that is, it can't have "people" as its input AND
     "people" as its output).


   Organizations that wish to propose changes to the game rules may do so
   as an action in their turn. Proposals should describe the rule change
   in specificity, and should be accompanied by a "suggested donation" to
   enhance Government operations. Amounts of donations will be kept
   confidential (unless the Government is bribed to tell).

   The Government will announce proposed rule changes at the end of the
   turn in which they are proposed, and will decide on whether or not to
   adopt the rule change two turns thereafter. Organizations that wish to
   register their support or opposition to a proposed rule change in the
   interim may lobby by transmitting tangible tokens of their beliefs to
   the Government. At the conclusion of the lobbying period, the side
   which has made the best argument (in total government receipts) will
   win. The Government will announce the total amount spent on lobbying by
   each side, but will not announce the supporting or opposing

   Example: During turn 4, PDQ Inc proposes a rule change and backs it
   with @300. The Government announces the proposal (but not the @300) at
   the end of turn 4, with the decision to be made at the end of turn 6.
   During turn 5, Cackles Co. lobbies for the rule with @100. During turn
   6, PDQ lobbies for the rule with @100 and X-cuse lobbies against it
   with @250. At the end of turn 6, the Government announces that the
   proposed rule will be adopted, and that @500 was spent in support and
   @250 in opposition.

   Rule proposals may not refer to specific players or organizations
   by name.  A repeal of an existing rule may be proposed as a new rule,
   of course.


  Takeovers (hostile, of course)

  A takeover is an attempt for one organization (O) to acquire a victim
  organization (V). Shareholders in O submitting this action must make
  clear which organization is O, which organization is V, and how much
  cash (C) organization O is spending to attempt the takeover.

  If the takeover is successful, V ceases to exist. Its shareholders
  receive shares in O proportional to their holdings in V and of total
  value C. If the takeover fails, nothing happens except O has lost C.

  The probability of success of the takeover is determined by comparing C
  to the capitalization of the victim organization W by constructing
  a normal distribution with mean W and standard deviation W/2,
  and determining the proportion of the cumulative density function at
  W. For the non-stat-fans, that means something like this:

  Amount spent    % chance of success
  W/2              17
  W                50
  3W/2             85
  2W               97.5
  3W               99

  TAKEOVER ATTEMPTS ARE PUBLIC. Succeed or fail, they will be noted in
  the Turn. If two organizations each attempt to take one another over,
  the takeover attempts will be resolved in order of cash spent, with the
  organization spending more going first.

Actions order

   The following actions take effect in real time during the game:
     Buying/selling shares

   The following actions are executed by the Government at each Turn,
   usually in the following order:
     Actions by organizations
       Change bylaws
       Propose or lobby for rules
       Takeover attempts
     Actions of the market
       Recomputation of interest rate
       Interest paid on uninvested cash 
       Interest charged on players in debt
       Recomputation of share prices
       Bankruptcy for organizations with share price < 0.01
       Bankruptcy for players with net worth <= 0 
     Actions by players
       Form new organizations


   Turns do not have a fixed length. Turns end at the whim of the
   Government (but there will never be more than one turn per calendar day
   or less than three turns per calendar week). So take actions early and
   often! Share prices and interest rates change at each turn, but do
   not change mid-turn (so you always buy/sell at the price posted last).

   At the end of each turn, the Government will post a public summary of
   events of the turn, which will look something like this:

                              Corpolitick 2.2 Turn 7

   * Resources
   - Most demanded: minerals
   - Least demanded: food
   - Most supplied: minerals
   - Least supplied: people

   * New rules adopted/denied:

   * Proposed rules available for lobbying:

   * Organizations
   - Formed: WWWidgets
   - Dissolved: Radishland

   * Organizations and share prices:
   - Cackles Co.      @1.00 / share        @500 total capitalization
   - PDQ Inc.         @2.25 / share        @2000 total capitalization
   - WWWidgets        @1.00 / share        @200 total capitalization
   - X-cuse           @1.25 / share        @1500 total capitalization

   * Players
   - Highest net worth: Sally
   * Money market interest rate: 1%

Interest aka Debt aka Money market

   There is a money market in Corpolitick. When uninvested cash is
   scarce and in greater demand, players will receive more interest
   on their cash balances. When uninvested cash is plentiful,
   the interest rate will be lower.

   Players who have positive net worth but run out of cash
   when forced to spend (e.g., as the result of a rule) receive
   an automatic loan. When a player has a loan, they may take no
   actions other than selling shares until they have a positive
   cash balance. In addition, interest accrues on the loan at
   twice the money market rate each turn. If a player should
   have negative net worth, they are bankrupt and out of the game.


   After turn 10, the game ends if either of two conditions occurs:
    1. If there is only a single organization in the game
    2. If one player in the game has a net worth (cash and holdings) of
       greater than 50% of the total net worth in play.

   The winning player is the player with the greatest net worth. The top
   organization is the organization with the greatest capitalization.


  Use the command +corp/join to sign up.
  Use the command +corp to see your current game stats
  Use the command +corp/players to see the list of players
  Use the command +corp/who to see which players are online
  Use the command +corp/orgs to see the list of organizations
  Use the command +corp/org <orgname> for info on an organization
  Use the command +corp/org/all for info on all organizations
  Use the command +corp/rules for the list of rules in play
  Use the command +corp/buy <cash amount> <orgname> to invest
  Use the command +corp/sell <# of shares> <orgname> to sell shares

  Submit buy/sell actions using the +corp/buy and +corp/sell commands.
  See: chelp examples for examples

  Submit all other actions by @mail to Corpolitick. Indicate:
    1. Whether you are acting as a player or for an organization (and which)
    2. The type of action (form, bribe, retool, propose, lobby, takeover
       change) and any necessary information required:

        Form requires: Organization name, amount to invest, initial input
                and output (optional: by-laws)
	Bribe requiers: Rule number for which info is sought, amount to bid
        Retool requires: Organization name, new input and output
        Propose requires: Organization name, specific rule change
                proposed, amount to spend
        Lobby requires: Organization name, rule change to lobby
                for/against, amount to spend, whether you're for or
	Takeover requires: Organization name, victim organization name,
		amount to spend
        Change requires: Organization name, new (changed) by-law

   For example:
     @mail Corpolitick=Sally moves/(1) Form PDQ Inc with @100 (Private
     names, minerals->animals)


Buying @100 worth of shares in PDQ Inc:
  +corp/buy 100 PDQ		<== NOTE: 100 here is cash you're spending

Selling 50 shares of PDQ Inc:
  +corp/sell 50 PDQ		<== NOTE: 50 here is # of shares redeemed