Roger Hicks on Tue, 16 Dec 2008 09:07:01 -0700 (MST) |
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[s-b] Grid Competition |
I submit the following proposal: Grid Competition { [[NOTES: This proposal makes it possible for a single player to create their own Colour empire while still giving an advantage to those empires created by multiple players. It also provides a mechanism for squares to be taken over/conquered. In the process it patches the -100 error and prevents Laws from modifying game objects outside of those laws.]] Amend rule 5e48 to read: {{ The Ministry of Grid is a Ministry responsible for keeping track of the Colours of Squares on the Grid, and the Players Resident in them. The Grid consists of an infinite amount of Squares on a 2D board, from (-inf,-inf) to (inf,inf). Squares are identified by their (x,y) positions. Colours (aka Colors) are a type of Object, consisting of an RGB colour. Each square has a priority list, which consists of a list of Colours and their Priority (a non-negative integer) in that square. By default the Priority of each color in each Square is 0. If a Colour in a Square has a higher Priority in that square than all other Colours that Square is said to be coloured with that Colour; otherwise that Square is uncoloured. All Players are either Resident in exactly one Square, or Unsquared. Players Resident on a Square are said to be "on" the Square. Initially, all Players are Unsquared. Players can "move" from a square one place up, down, left or right from their current Square as a Game Action. They then become Resident in that Square. Prisoners and the Dead cannot move. A Player cannot move more than 5 Squares per nday, and cannot move when the Clock is Off. Actions or events referencing a Player's Resident Square cannot be performed/do not happen for Unsquared Players. An Unsquared Player can set their Resident Square as a Game Action, within the boundaries of (-100,-100) to (100,100). All Colours have a set of Laws. Laws can define things which a Resident on them shall or shall not do, and can also define abstract entities that exist only within the scope of the Laws, and define what Residents on them can or cannot do with them. Laws however may not modify (or grant permission to modify) any gamestate created outside of that set of Laws unless using an already defined external and legal mechanism. The Laws of a Colour are binding upon all Players Resident on Squares with that Colour. The Laws for a Colour can also define methods for changing the Colour of Squares of that Colour, and also specify methods for causing the Colour to take Game Actions. The Laws of a Colour must specify a Tracker for that Colour; this Tracker must keep track of the Laws of that Colour. Laws without such a specification, if not fixed within a Jiffy, cease to become the Laws of the relevant Colour and they revert back to the default ones. This restriction does not apply to the initial Laws. A Player can be punished via Consultation for violating Laws unless the Laws define their own punishment for the violation. The Rules take precedence over all Laws. The Laws for any Colour apart from Uncoloured are initially as follows: A Resident of a $COLOUR Square can amend these Laws with the unanimous consent of all other Residents of $COLOUR Squares. with $COLOUR replaced with the relevant Colour. Thrice per nweek as a Game Action a Player may increment or decrement the Priority of any one Colour on their Resident square by 1. The Laws of a Colour can not in anyway impede or restrict a Player's ability to perform this action. }} Upon the adoption of this proposal each square which was previously coloured has the Priority of that Colour in that square set to 1. } BobTHJ _______________________________________________ spoon-business mailing list spoon-business@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-business