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
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