James Baxter on Fri, 28 Aug 2009 10:41:49 -0700 (MST)


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[s-b] Retrying NTime


My previous NTime proposal failed but I still think it would be good to have Ntime so I've changed the proposal and decided to resubmit it.


I sumbit the following proposal titled "NTime2" (AI=2, II="2"):

{Create a power 2 rule titled "NTime" with the following text:

{There exists an entity known as "the clock", which has 4 properties:

a) An on/off switch, tracked by the Artisan, which may have the values On or Off, defaulting to On

b) nday, which is an integer value between 1 and 12 (inclusive), defaulting to 1

c) nweek, which is a non-negative integer value, defaulting to 1

At every occurrence of midnight UTC while the on/off switch is is set to On, the nday value increases by 1, unless this would set it to a value greater than 12, in which case the nday value is set to 1 and the nweek value is increased by 1.

A player CAN flip the clock's on/off switch without 2 objections.


Changes to the clock's nday and nweek values are secured with a power threshold of 1.

The clock's nday and nweek values SHOULD be included in every officers report.}


Replace point (b) of rule 39 with:

{(b) B epochs:

(1) ndays are the periods of time between two consecutive increases of the clock's nday value.

(2) nweeks are the periods of time between two consecutive increases of the clock's nweek value. "week" is synonymous with "nweek".

(3) nmonths are the periods of time between two consecutive occurrences of the clock's nweek value changing to a number that is wholly divisible by 2. "month" is synonymous with "nmonth".

(4) nyears are the periods of time between two consecutive occurrences of the clock's nweek value changing to a number that is wholly divisible by 10. "year" is synonymous with "nyear".

(5) rdays begin at midnight UTC. "day" is synonymous with "rday" }

Set the clock's nday value to 1.

Set the clock's nweek value to 170.}
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