Antonio Dolcetta on Tue, 24 Jul 2007 05:30:58 -0700 (MST)


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[s-b] aperiodic schedule v2


I submit the following as proposal 138

[[
I have left some things nweek based.
* Minister vacation and scoring.
* Justice
* Victory Conditions

I'd say we should try it out this way and then eventually migrate 
everything to an aperiodic schedule (I'm thinking that justice should 
have it's own independent schedule).
The final goal for me is removing the need to routinely stop the clock 
at all. Or at least reduce it to a minimum.
]]

Title: an aperiodic schedule for BNomic


In Rule 2-2: Proposals,
amend
{
Voting

The Voting Period for a given nweek, or just "Voting", is defined as the 
period of time from the beginning of nday 9 of that nweek until the end 
of that nweek.

At the beginning of each Voting Period, all Pending proposals become Open.
}
to read:
{
Voting

If the clock is on, the Minister of Change may declare a Voting Period 
as a Game Action. A declared Voting Period starts on the beginning of 
the first nday following such declaration and has a duration of 4 ndays.

At the beginning of each Voting Period, all Pending proposals become Open.
}


in Rule 2-7: Players May Vote,
amend
{
At the beginning of Ballotday, each Player who Gave eir Allegiance to a 
Faction during that nweek has eir Vote Power set to 0. All other players 
have their Vote Power set to 1.
}
to read:
{
At the beginning of each Voting Period all players have their Vote Power 
set to 1.
}

in Rule 5-3: Factions May Vote,
amend
{
At most once each nweek, between the start of Breakday and the end of 
Rushnight, a Player who is a party to a Faction may as a Game Action 
declare e is Giving eir Allegiance to that Faction. Doing so increases 
that Faction's Vote Power by 1.

At the beginning of each nweek, after Open proposals have become 
Historical, each Faction's Vote Power gets multiplied by 3/4.
}
to read:
{
During a Voting Period a Player who is a party to a Faction and has Vote 
Power greater than 0 may as a Game Action declare e is Giving eir 
Allegiance to that Faction. Doing so increases that Faction's Vote Power 
by 1 and lowers that Player's Vote Power by 1. A player may declare 
Allegiance multiple times (and to multiple Factions) as long as he has 
sufficient Vote Power.

After the end of each Vote Period, after Open proposals have become 
Historical, each Faction's Vote Power is multiplied by 3/4.
}

in Rule 3-5: Active Players,
amend
{
At the beginning of each nweek, the players that voted in the previous 
nweek gain the "Active" property, the players that failed to vote in the 
previous nweek lose the "Active" property.
}
to read:
{
When each Voting Period ends, the players that voted in the previous 
Voting Period gain the "Active" property, the players that failed to 
vote in the previous Voting Period lose the "Active" property.
}

[[ no longer needed to stop the clock at the beginning of voting 
periods, since the voting period is declared only when the ministers are 
ready for it; we just stop it once at the end, we are keeping the nday 1 
stop for the time being, because there is still things that happen at 
that time ]]

in Rule 2-1: NTime,
amend
{
At the beginning of each Voting Period, the Clock becomes Off, and until 
the Clock next becomes On, the Chairman may as a Game Action change the 
clock to be On.}
to read:
{
At the end of each Voting Period, the Clock becomes Off, and until the 
Clock next becomes On, the Chairman may as a Game Action change the 
clock to be On.
}




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