Jay Campbell on Mon, 8 Dec 2008 17:43:55 -0700 (MST) |
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[s-b] Refresh Proposal Ballot |
With the artificial increment, the Pause is now 5.The Ballot consists of these Refresh Proposals from Murphy, Warrigal, Billy Pilgrim and ais523:
-------- Murphy Set the rules to match what was shown at http://b.nomic.net/index.php/Rules at the start of the current emergency, except with the following changes: Rename Rule 5E1 (The Game of C Nomic) to "What is the name of this nomic?". Change the title of Rule 5E4 (External Forces) to "External and Internal Forces", and amend it by appending this text: An Internal Force is anything which exists dependently on the game. That is, it is defined in the rules, and would not exist were it not defined in the rules. Create a rule titled "External and Internal Attributes" with this text: An External Attribute is any attribute of an External Force which exists independently of the game. That is, it is either not defined in the rules or it would still exist were it not defined in the rules. An Internal Attribute is any attribute of a Game Object which exists dependently on the game. That is, it is defined in the rules, and would not exist were it not defined in the rules. Amend Rule 5E2 (Game Objects) by replacing this text: The game of B Nomic consists entirely of Game Objects, which may be known simply as Objects. with this text: The game of B Nomic consists entirely of Game Objects (which may be known simply as Objects) and their attributes. and by replacing this text: Aspects of Game Objects defined by the Rules can only be modified if allowed by the Rules, in a manner explicitly governed by the Rules. this text: The following things can only happen in a manner explicitly allowed and governed by the rules: * Creating or destroying an Internal Force. * Causing an External Force to become, or cease to be, a Game Object. * Modifying an Internal Attribute. Amend Rule 5E3 (Switches) to read: A switch is a type of attribute of Game Objects, which is either On (aka Yes or True) or Off (aka No or False), default Off unless otherwise specified by the rules. A switch may also be described as a property that is either possessed (On) or not possessed (Off), and can be gained/added (changed to On) or lost/removed (changed to Off). The adjective form of a Switch or its negation can be applied to an Object to unambiguously denote whether the Object's relevant switch is On. /* e.g. "an Active Player" means "a Player whose Active Switch is On"; "a Non-Vested Player" means "a Player whose Vested Switch is Off" */ Clauses allowing a Switch to be changed are active-voice and reflexive by default. /* e.g. "a Player may gain the Ordained Property" means "a Player may change eir own Ordained Switch to On", not "a Player's Ordained Switch may be changed to On by any player" */ Set the gamestate to what it would be if this rule had had this text since the alleged start of the Fifth Era, on or about 2 Dec 2008. Amend Rule 5E6 (Fora) to read: A Forum is an External Force that allows Outsiders to communicate. The Registrar may, without objection, change whether a Forum is a Game Forum. Game Fora are Game Objects. All Game Fora have an attribute called Forum Type, which is either Public or Discussion (default). The Registrar may, without objection, change a Game Forum's Forum Type. Set the following to Game Fora, with Forum Type as specified: * spoon-business@xxxxxxxxx mailing list - Public * spoon-discuss@xxxxxxxxx mailing list - Discussion * spoon-notices@xxxxxxxxx mailing list - Public Set all other Fora to non-Game Fora. Amend Rule 5E17 (Eras) by replacing "REAL_START" with "2 Dec 2008". Amend Rule 5E23 (Electing Ministries) by replacing this text: Any Player may, as a Game Action, nominate a Player for a Ministry, becoming a Possible Candidate for that Ministry, unless that Ministry has an Election in Voting. with this text: Any Player may, as a Game Action, nominate a Player for a Ministry that does not have an Election in Voting. The nominated Player then becomes a Possible Candidate for that Ministry. Amend Rule 5E29 (Mackerel) by replacing "they gain m50" with "they gain m100". Each Player with less than m100 comes to have a total of m100. Amend Rule 5E33 (Proposals) by replacing this text: When a Proposal's Voting Period ends: * If its Stamina is less than one half the number of Vested players it is Discarded and Fails. * If its Strength is Positive, it is Won. * If its Strength is Negative, it is Lost. * If it Depends on a Proposal that is Lost, it is Lost. * If it Conflicts with a Proposal that is Won, it is Lost. * If it is Won, it Passes. * Otherwise, it Fails. with this text: When the Voting Periods of one or more Proposals end, the Outcomes of those Proposals are determined as follows: * Each Proposal whose Stamina is less than one half the number of Vested players becomes Discarded. * Each remaining Proposal becomes Won if its Strength is Positive, or Lost otherwise. * Dependency culling: Each Won Proposal that Depends on a non-Won Proposal becomes Lost. This step is repeated until there are no such Proposals left. * Conflict culling: Each Won Proposal that Conflicts with a Won Proposal becomes Lost. This step is applied simultaneously to all Proposals, and is repeated until there are no such Proposals left. * Dependency culling occurs again. * If a Proposal's final Outcome is Won, then it Passes; otherwise, it Fails. Amend Rule 5E36 (Judgment) by replacing this text: An Active Player, as a Game Action, may gain the Ordained Property. Any Player, as a Game Action, may remove their Ordained Property. with this text: An Active Player, as a Game Action, may gain the Ordained Property. Any Player, as a Game Action, may lose the Ordained Property. Amend Rule 5E48 (The Grid) by replacing this text: Initially, all Players are Resident in the Square (0,0). with this text: Initially, each Player is Unsquared. Each Player becomes Unsquared. Amend Rule 5E49 (Health, Food and Weapons) by replacing this text: A non-Dead Player may use with this text: A non-Dead Player who can move may use Each Player with less than 100 health comes to have a total of 100 health. Each Weapon is destroyed. For each ministry defined by the rules, set its holder and salary to match what was shown at http://b.nomic.net/index.php/Ministries at the start of the current emergency. -------- Warrigal [Copy of Murphy's] -------- Billy Pilgrim All Paranoid PEPs become Calm. -------- ais523 /* 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. */ _______________________________________________ spoon-business mailing list spoon-business@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-business