(I already have a good deal of text written for these, but wanted
feedback on the abstracts before getting too committed.)

Judicial Expansion
------------------

Players opt-in to the judge list. When a judge is needed, assign to the
first on the list that isn't ineligible, then move them to the end of
the list. If the proto below also passes, both CFJs and Criminal Cases
are assigned using the same list, keeping the workload for judges balanced.

Criminal Cases
--------------

Players can accuse each other of crimes. Weekly, an officer collects the
accusations and creates cases, each being a collection of accusations
made towards the same player (this allows accusations related to the
same action(s) to be grouped together). Then assign them to judges
(arbitrarily, or using the above). For each charge in a case, the judge
rules GUILTY or NOT GUILTY.

That same officer takes all the finished cases and creates Punishment
Packages. A Punishment Package is a list of effects, chosen from the
list of appropriate punishments for each crime, that requires Agoran
Consent. When a Punishment Package reaches Agoran Consent, its effects
apply to the perp.

As for crimes themselves, what follows is the proto text:

{

Crimes are divided into Classes, and Levels. Each Class specifies
general qualifications and appropriate punishments. Low Level
crimes are variants that occur through negligence and/or have minimal
impact on game flow. High Level crimes are variants that occur
intentionally and/or have significant impact on game flow. Punishments
appropriate to Low variants of a crime class are also appropriate to
High variants of the same class.

For any punishment that states a range, the Punisseor MAY choose any
value within the range.

Faux Pas is a class of crime that represents poor form and violations of
procedure that do not involve abusing agreements or specially granted
powers.

Appropriate Low Punishments:

-Cause the perp to transfer 1-5 shinies to Agora.
-The perp SHALL write an apology, including up to 10 required words
chosen at the Punisseor's discretion.

Appropriate High Punishments:

-Reduce the perp's weekly AP by 1-2 for up to 4 weeks.

Vow Breaking is a class of crime that represents breakages of
agreements.

Appropriate Low Punishments:

-If the crime involved not giving or receiving promised assets, cause
the perp to transfer the amount (of the same type(s)) of assets
promised, to the entity they were promised to.
-The perp SHALL write an apology, including up to 10 required words
chosen at the Inquistor's discretion.

Appropriate High Punishments:

-If the breakage involved not giving or receiving assets, cause the perp
to transfer up to twice the amount (of the same type(s)) of assets
promised, to the entity they were promised to.
-If the breakage involved an Agency created by the perp, dissolve that
Agency.
-If the breakage involved an Organization, cause the perp to no longer
be a member of that Organization.
-If the breakage involved a Promise, the perp SHALL NOT make promises
for up to 4 weeks.

Malfeasance is a class of crime that represents misuse of elevated
privileges or negligence in elevated duties, particularly those granted
by offices.

Appropriate Low Punishments:

-Cause the perp to transfer 1-10 shinies to Agora.
-The perp SHALL write an apology, including up to 10 required words
chosen at the Punisseor's discretion.

Appropriate High Punishments:

-If the crime involved an office, cause the perp to resign from
that office.

}

Thus, Low Variants are similar to Yellow Cards, whereas High variants
are more egregious.

Violations of non officer SHALLS and SHALL NOTS, Faking, Making My Eyes
Bleed, (potentially) Endorsing Forgery, and excessive NttPF posts would
be potential Faux Pas.

Vow Breaking is basically just an expansion of breaking Pledges that
adds on a way to equalize the situation.

Malfeasance is mostly for SHALLS and SHALL NOTS of offices.

I'm debating a fourth category for Endorsing Forgery and other extremely
serious crimes. Haven't decided yet.

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