Alex Smith on Fri, 5 Dec 2008 03:44:54 -0700 (MST) |
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[s-b] ais523's Refresh Proposal |
Murphy, you probably want to look at some of the contents of this; I think your Refresh Proposal, as worded, could potentially end up causing major trouble, especially in relation to Fora. This is a more ambitious Refresh Proposal than Murphy's, designed to not only fix bugs we know about but to also fix potential bugs we don't know about, or that haven't happened yet. I submit the following Refresh Proposal: {{{ /* Pragmatise everything that can be sanely pragmatised, to help avoid emergencies in the future; much of this is based on techniques that nomics like Agora that don't have emergencies use to avoid permanently stalling. */ Amend all rules (and create and delete rules if necessary) to match the forms they were in according to the wiki at the start of this Emergency. Retitle rule 5e1 to "The Game of B Nomic". Replace the body of rule 5e2 with: {{ The game of B Nomic consists entirely of Game Objects (which may be known simply as Objects), and attributes which are specifically mentioned by the rules; generally speaking, the rules should only track attributes on Game Objects, but they are not incapable of tracking attributes of External Forces that are not Game Objects, or of anything else. }} /* This fixes a whole world of potential breakage; for instance, Murphy's RP tries to track an attribute on non-Game-Object Fora. Having something we thought was part of the gamestate be not part of the gamestate and yet relevant could destroy B outright, even to the extent an emergency can't fix it. Better to avoid that. */ Append the following to rule 5e3: {{ The phrases "have the X Property" and "have the property X" are synonyms for "have an switch called X in the 'On' position". To "gain a property" is a synonym for turning the switch with the same name On; to "lose a property" is a synonym for turning the switch with the same name Off. }} Replace the body of rule 5e6 with: {{ Fora are External Forces which are capable of allowing Outsiders in general to communicate. Fora which are Outsiders are either Discussion Fora or Public Fora, Discussion Fora by default; this is a persistent attribute that can be changed by proposal or by other means generally capable of altering the gamestate. Fora which are not Outsiders are Private Fora. }} /* I think this one works better than Murphy's proposed forum fix, as it seems impossible to set the Publicity of things that aren't Game Objects, and /that/ could lead to a huge amount of chaos (and possibly the end of the game if nobody notices for a month). */ Cause all Fora except the three listed below to cease to be Game Objects, and cause the three fora listed below to become Game Objects, and change their attributes as shown: * spoon-business@xxxxxxxxx mailing list - Public * spoon-discuss@xxxxxxxxx mailing list - Discussion * spoon-notices@xxxxxxxxx mailing list - Public /* The idea shamelessly copied from Murphy. */ Replace "listthem" with "list them" in rule 5e10. /* Normally I wouldn't typo-fix in an RP, but I want to make sure the rules mean what we think they mean. */ In rule 5e11, before "A rule may give a different timespan for the action to be resolved.", add "If no players have Objected to the action, and at least 5 players have Supported the action, it can alternatively be taken between 3 and 5 rdays after the intent was announced; players should refrain from relying on this mechanism except to avoid ambiguity or to fix bugs in ntime." /* 3 to 5 rdays will often match 2 to 4 ndays; this lets us Tweak the clock on if necessary or fix other ntime-related bugs without an Emergency. We need a second non-ntime-related system as a backup for clock crises... */ In rule 5e11, append "as a Game Action" after "All Players may Object or Support an action before it is performed". /* Uh oh, this one could have lead to trouble... */ In rule 5e14, replace: {{ If the nday would be set to a value greater than 12, instead it is set to 1, the nweek is incremented by 1, and the Clock becomes Off. 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, provided he has first published a Ballot. The Clock may be changed from On to Off as a Game Action by the MoM. If the Clock is Off, there are no Vacant Ministries and there are no outstanding Ministerial obligations, the MoM is obligated to turn the Clock On. When the Clock is turned On, the ndelay is set to zero. }} with {{ The Clock can be turned On or Off by any player as a game action; however, doing so is a violation of the rules unless the rules specifically state that it isn't. It can also be turned On or Off automatically by the rules. If the nday would be set to a value greater than 12, instead it is set to 1, the nweek is incremented by 1, and the Clock becomes Off. At the beginning of each Voting Period, the Clock becomes Off, and until the Clock next becomes On, the Chairman does not violate the rules by changing the clock to be On, provided he has first published a Ballot. The MoM does not violate the rules by changing the clock from On to Off. If the Clock is Off, there are no Vacant Ministries and there are no outstanding Ministerial obligations, the MoM is obligated to turn the Clock On, and fulfilling this obligation does not violate the rules. Whenever the Clock is turned On, the ndelay is set to zero. }} /* A big change, which I think is important; if a different RP wins, I'll try to do this by proposal. Make sure we know the state of the clock, always; and that we can turn it on, always. The Clock's just too important to leave to chance. */ At the end of rule 5e16, add: {{ Breakday and Winday of the 2nd nweek of an nyear are collectively known as the Crisis Days, due to a record number of emergencies occuring in a single nday and ending the Fourth Era /* which of those ndays it was was unclear for some of those emergencies, so they both get the honour */. On these days, it is customary for players of B to reflect on how amazing it is that B has survived so far. }} }}} /* OK, silly, but this needs to be commemorated somehow. I've left the wording open so that if there are even more emergencies ntoday, it's still correct. */ In rule 5e17, replace "REAL_START" with "2 Dec 2008". In rule 5e23, replace {{ becoming a Possible Candidate }} with {{ causing them to become a Possible Candidate }} In rule 5e29, replace {{ Whenever an entity becomes a Player, if they have less than 50 macks, all their mackerel are destroyed and they gain m50. }} with {{ Whenever an entity becomes a Player, if they have less than 100 macks, all their mackerel are destroyed and they gain m100. }} /* Don't leave players on the verge of Bumhood as soon as they join! */ Destroy all mackerel. Cause all players to gain m100. In rule 5e33, replace {{ Any player may submit a proposal at any time, or may revise a Pending proposal they own by resubmitting it, unless a rule says otherwise. }} with {{ Any player may submit a proposal at any time as a Game Action, causing it to become a Game Object, unless a rule says otherwise. Any player may revise a Pending proposal they own by resubmitting it as a Game Action. }} In rule 5e33, before {{ When a proposal Passes, the game is changed according to the instructions in its Body. }} add {{ Whenever a proposal becomes Lost, it ceases to be Won. }} /* Otherwise proposals can depend or conflict and become both Won and Lost, and thus pass. */ In rule 5e36, replace {{ may remove their Ordained Property }} with {{ may remove their own Ordained Property }} Change all player's Ordained Switches to Off. /* If a player wants to be Ordained, they can change them back on again easily enough; and this avoids uncertainty. */ Remove all instances of "(and Oracularity)" or "and Oracularity" from rule 5e36. /* I like Oracularities, but prefer to bring them back via regular proposal; for the time being, just make the rules self-consistent. */ In rule 5e48, replace "Initially, all Players are Resident in the Square (0,0)." with "Initially, all Players are Unsquared.". In rule 5e48, replace "A Square can never have more than 3 Residents. A Game Action causing a Square to have more is ineffective." with "It is a violation of the rules to cause a Square to have more than 3 Residents.". Make all Players Unsquared. In rule 5e49, replace "There is a Ministry called the Ministry of Warfare, responsible for keeping track of Weapons and their attributes." with "There is a Ministry called the Ministry of Warfare, responsible for keeping track of Weapons and their attributes, and the Health of Players.". /* Someone needs to track this! */ Set all Player's Health to 100. Destroy all Weapons. Fix the markup in rule 5e50 to cause each of the first two bullet points to contain the lines after them. /* Again, I don't want typos causing unknown gamestate. */ In rule 5e50, replace "which are specified in Tricks." with "which are specified in Tricks (which are Game Objects)." /* Another bug that my fix to rule 5e2 accidentally corrected. */ /* Rule 5e52, of course, is totally broken, but that's kind-of the Point. It didn't make any sense in Agora either... */ Set the ministry holders and salaries to match what was shown at http://b.nomic.net/index.php/Ministries at the start of the current emergency. /* Again shamelessly copied from Murphy. */ }}} One thing I'm very worried about is that the rule 5e2 breakage I'm correcting may have broken rule 5e0; but if so, we're really seriously in trouble. (Mental State doesn't exist in the game, according to the current rule 5e2, so can rule 5e0 look at it? Maybe there was a good reason for Panic Buttons to be game objects after all.) Teucer, I look forward to you either scamming our way out of this one, or else coming up with an alternative fix that does work. Actually, becoming a Protectorate of Agora is by far the safest way for a nomic to ensure it doesn't end up with an irretrievably broken gamestate (it would have saved Rishonomic, for instance); however, I'd prefer to stay independent if at all possible. -- ais523 _______________________________________________ spoon-business mailing list spoon-business@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-business