Craig Daniel on Sat, 14 Feb 2009 18:02:14 -0700 (MST) |
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Re: [s-b] An Immodest Proposal |
/* The following is a more essentially B-like version of the replace-with-Agora PoO. */ I submit the following as a PoO and a Proposal: {{ Set the ruleset to the set of the following rules: { Rule 2e000/0 (Power=4) In Case of Emergency (Essential) This rule takes precedence over all other Rules. Each Player has a Mental State, which is exactly one of Calm, Trusting, or Paranoid. As a message to the Public Forum, or any Forum previously Public in the past real month, a Player CAN set his Mental State by stating that he does so, and specifying the new Mental State. No other Rule CAN alter a Player's Mental State, nor CAN any other Rule restrict or prevent a Player from altering his Mental State when the Player performs this action to modify it. There is an Unrest Threshold which is the greater of one-third of all Active Players, or the sum of one-third of all Active Players plus the number of Active Players with a Trusting Mental State. If at any time, the number of Players with a Paranoid Mental State equals or exceeds the Unrest Threshold, B Nomic enters a State of Unrest. If at any time, the number of Players with a Paranoid Mental State is less than the Unrest Threshold, B Nomic exits the State of Unrest. When B Nomic enters a State of Unrest, game time is halted. Except for those specified in this rule, whatever means used in the game of B Nomic to track time are stopped as of the beginning of the State of Unrest, and CANNOT be restarted until B Nomic leaves a State of Unrest by a means specified in this rule. Pending events and deadlines relative to game time are postponed until game time resumes. Pending events and deadlines with absolute dates and times do not occur. Time in the State of Unrest is tracked using absolute days, which run from 00:00:00 UTC, to 23:59:59 UTC. Upon entering a State of Unrest, any Player CAN, and the Ministry of Ministries SHALL, issue a Call To Order to a Public Forum. The first Player to do so becomes the Chairman for the duration of the State of Unrest. If no Public Forum is available, or the Public Forum becomes unavailable for an extended length of time, the Chairman CAN designate an alternate, provided each Player is notified at their last known email address of the location and means to communicate through, the alternate forum. The alternate forum becomes the Public Forum for the Duration of the Unrest, and is subject to the above accessibility requirement. Each Player CAN, beginning with the start of the first absolute day after the Call To Order reaches the Public Forum, and ending at the start of the third absolute day after the Call To Order reaches the Public Forum, submit any number of Points of Order which are documents detailing a single change to the Rules or Game State of B. A Point of Order CAN declare that it is Dependent on or Contradictory to a previously submitted, but not yet discarded or selected Point of Order. Each Player CAN submit a single vote on each Point of Order which can be exactly one of Yea or Nay, up until the end of the first absolute day after the Point of Order reaches the Public Forum. If, after the first absolute day from its reaching the Public Forum, a Point of Order has more Yea votes than Nay votes, it is said to be Selected, otherwise it is discarded. If a selected Point of Order is Dependent on a discarded Point of Order, it to is discarded. If a selected Point of Order is Contradictory to another selected Point of Order, the Point of Order with the greater ratio of Yea votes to Nay votes is selected; in the event of a tie, they are both discarded. After four absolute days have passed since the Call To Order reached the Public Forum, the Chairman SHALL gather all Selected Points of Order, and if necessary implement the changes therein, and is capable of doing so. Once all of the changes have been implemented, all Players become Calm, and game time MAY resume. } { Rule 2e001/0 (Power=1) The Game of B Nomic The only true name for this game is B Nomic, though it may also be referred to as "The Canada of Nomics." The official motto of B Nomic is "B Nomic: It's Better Than Sex." } { Rule 2e002/0 (Power=1) The History of B Nomic The First Era of B Nomic is the time starting with the creation of the game (approx. 5 Dec 2001, prompted by a five-month lull in A Nomic) and ending immediately before the start of the Second Era of B Nomic; this era includes the False Second through False Fifth eras. The False Second Era of B Nomic is the time starting with the apparent nweek 85 (approx. 4 Apr 2005, prompted by data loss when the bnomic.org server crashed), and ending immediately before the start of the False Third Era of B Nomic. The False Third Era of B Nomic is the time starting with the apparent nweek 112 (approx. 14 Nov 2006, prompted by another five-month lull) and ending immediately before the start of the False Fourth Era of B Nomic. The False Fourth Era of B Nomic is the time starting with the apparent nweek 135 (10 Dec 2007, prompted by a second State of Emergency in 2 nweeks), and ending immediately before the start of the False Fifth Era of B Nomic. The False Fifth Era of B Nomic is the time starting with the apparent nweek 153 (2 Dec 2008, when an extensive refresh proposal by ehird to fix approximately five simultaneous crises passed), and ending immediately before the start of the Second Era of B Nomic. The Second Era of B Nomic is the time starting with the apparent nweek 155, which is also nweek 262 (12 Feb 2009, when it was discovered that none of the other eras had ever happened) and continuing to the present. Rules in the Second Era of B Nomic were derived from rules of the False Fifth Era as well as a strong stabilizing element borrowed from Agora. } { Rule 2e003/0 (Power=1) ntime Definition There is a Game Object known as The Clock. The Clock consists of the following values: i. A positive integer known as the nweek ii. A positive integer known as the nday iii. A state of being Off or On iv. A nonnegative integer known as the ndelay Clock Changes At midnight (00:00:00) Coordinated Universal Time (UTC), if the Clock is On, then the nday is incremented by 1. Otherwise, the ndelay is incremented by 1. The Clock CAN be turned On or Off by any player as a game action; however, players MAY NOT do so unless the rules specifically state that they MAY. 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 Minister of Changes MAY set the clock to be On, provided e has first published a Ballot. The MoM MAY change 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 SHALL turn the Clock On. Whenever the Clock is turned On, the ndelay is set to zero. Time Each time that the Clock nday value changes a new nday begins. A period of one nday is the time intervening between two consecutive changes of the Clock nday value. Each time that the Clock nweek value changes a new nweek begins. A period of one nweek is the time intervening between two consecutive changes of the Clock nweek value. When the clock turns off, and each time that the Clock ndelay value changes to a value different from 0 a new ndelay begins. When the clock turns on, the current ndelay immediately ends. While the clock is off a period of one ndelay is the time intervening between two consecutive changes of the Clock ndelay value. Durations A duration to the effect of "X ndays", where X is a number, means that the duration ends at the end of the nday after X consecutive changes of that value. A duration to the effect of "X ndelays", where X is a number, means that the duration ends at the end of the ndelay after X consecutive changes of that value. The resetting of an ndelay to 0 from the Clock being turned On does not count as a change for the purposes of this paragraph. A duration to the effect of "X nweeks", where X is a number, means that the duration ends at the end of the nday when the nday is the same value, but the nweek is increased by X. A duration to the effect of "X rdays", where X is a number, means the duration ends after X occurrences of midnight UTC. Nyears A period of 10 nweeks is known as an nyear. Hence, the first 10 nweeks (1-10 on the Clock) comprise nyear 1, the second (11-20 on the Clock) comprise nyear 2, and so on. Starts and ends of nday All events occurring at the end of an nday occur before all events occurring at the beginning of the next nday. Ordering When any changes to the state of the game are scheduled to occur simultaneously (e.g. at the start of an nweek), they occur in the following order: i. Changes specified by a Victory Condition ii. Changes detailed in the Rules, in order of precedence (highest first) of the Rules that call for each change. iii. Non-Trick Game Actions. } { Rule 2e004 Calendar The ndays of the nweek have the following names: nday 1 = Breakday nday 2 = Winday nday 3 = Mulberry nday 4 = Tango nday 5 = Wonko nday 6 = Halfday nday 7 = Joel nday 8 = Rushnight nday 9 = Ballotday nday 10 = Teucer nday 11 = Zarpint nday 12 = Thirnight nday 13 = Armageddon Public Holidays Wonko of the 4th nweek of an nyear is known as "Agoran Silly Hat Day", in commemoration of the epic Agoran surrender of nyear 14. On this holiday, it is customary for B to send Agora a mildly offensive message. /* in the preceeding sentence, "Agoran surrender" refers to the surrender of an Agoran. */ Breakday of the 5th nweek of an nyear is known as "Paranoia-Free Day", in commemoration of the salutary relegation of all irrational panic to an upstart foreign nomic. On this holiday, it is customary for Players of B to flick their Panic Buttons. Zarpint of the 10th nweek of an nyear is known as "Gift Day". 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 honor */. On these days, it is customary for players of B to reflect on how amazing it is that B has survived so far. } { Rule 2e005/0 (Power=2) Currency Currencies are types of Game Objects that are declared to be so by the rules. All Currencies are Ownable and Transferrable. No type of Game Object that is not Ownable and Transferrable is a Currency. Text to the effect of "X may destroy Y units of currency" refers to currency owned by X, unless otherwise specified. In this context, "spend" is synonymous with "destroy". Text to the effect of "X may spend Y units of currency to do Z", where Y is zero, should be interpreted as "X may do Z as a Game Action". } { Rule 2e006/0 (Power=2) Mackerel Mackerel (aka mack, macks) is a Currency. Only Legal Entities can own mackerel. Any Legal Entity MAY destroy any amount of mackerel in their possession as a Game Action. A lowercase m followed by a number denotes an amount of mackerel equal to that number. Whenever an entity becomes a Player, if they have less than m100, all their mackerel are destroyed and they gain m100. At the beginning of each nweek, each Active Player gains m25. Players with less than m50 are Bums. } { Rule 2e007/0 (Power=1) Official Quantities For all game purposes the following phrases are defined to mean the indicated numbers. A Few = 4 A Jiffy = 3 rdays A Handful = 6 An nDozen = 11 A Thirnight = 12 A Confused Baker's Dozen = 14 A Bunch = 24 A Metric Bunch = 25 A Lot = 63 A Bucketful = 96 A Metric Bucketful = 100 A Heck of a Lot = 365 A Hell of a Lot = 366 A Truckload = 960 A Metric Truckload = 1000 A Zillion = 100 000 000 A Bajillion = 100 000 000 000 000 An Insane Number = The number of players in the game } { Rule 2e101/0 (Power=3) Interpreting the Rules When interpreting and applying the rules, the text of the rules takes precedence. Where the text is silent, inconsistent, or unclear, it is to be augmented by game custom, common sense, past judgements, and consideration of the best interests of the game. } { Rule 2e102/0 (Power=3) Definition Definitions A difference in spelling, grammar, or dialect, or the use of a synonym or abbreviation in place of a word or phrase, is inconsequential in all forms of communication, as long as the difference does not create an ambiguity in meaning. A term explicitly defined by the Rules by default has that meaning when used in any Rule of equal or lesser power, as do its ordinary-language synonyms not explicitly defined by the rules. The following clauses, where X and Y are both nouns or noun phrases, SHOULD be interpreted as "X is/are defined as Y": a) "X is/are Y" b) "Y is/are known as X" Any term primarily used in mathematical or legal contexts, and not addressed by previous provisions of this Rule, by default has the meaning it has in those contexts. Any term not addressed by previous provisions of this Rule by default has its ordinary-language meaning. In determining the ordinary-language meaning of a term, definitions contained in lower-powered Rules, followed by definitions used in other Game Documents, SHOULD be used for guidance. This rule takes precedence over any other rules which dictate terminology or grammar. } { Rule 2e103/0 (Power=3) Ratification (Essential) When a Public Display is ratified, the gamestate is modified so that the ratified PD was completely true and accurate at the time it was published. Nevertheless, the ratification of a Public Display does not invalidate, reverse, alter, or cancel any messages or actions, even if they were unrecorded or overlooked, or change the legality of any attempted action. } { Rule 2e104/0 (Power=3) B may not be A Nomic, but it is a Nomic (Essential) In the interest of safeguarding Agora's nomic-ness, if a change to the gamestate would otherwise make it IMPOSSIBLE to make arbitrary rule changes and/or adopt arbitrary proposals within a four-week period by any combinations of actions by players, then that change is canceled and does not occur, any rule to the contrary notwithstanding. } { Rule 2e105/0 (Power=3) Power The power of a Game Object is a non-negative rational number. An instrument is a Game Object with positive power. The power of an entity cannot be set or modified except as stipulated by the rules. All entities have power zero except where specifically allowed by the rules. A rule that secures a change (hereafter the securing rule) thereby makes it IMPOSSIBLE to perform that change except as allowed by an instrument with power greater than or equal to the change's power threshold. This threshold defaults to the securing rule's power, but CAN be lowered as allowed by that rule. When a Rule is created, its Power is by default equal to the Power of the Instrument that created it. If a Rule is created not by means of an Instrument, that Rule's Power is 1. } { Rule 2e106/0 (Power=3) Power Controls Mutability No Game Object with power below the power of this rule can (a) cause an entity to have power greater than its own. (b) adjust the power of an instrument with power greater than its own. (c) modify any other substantive aspect of an instrument with power greater than its own. A "substantive" aspect of an instrument is any aspect that affects the instrument's operation. } { Rule 2e107/0 (Power=3) Self-Ratification (Essential) Any Public Display defined by the rules as self-ratifying is ratified one week after its publication, unless explicitly and publicly challenged during that period via one of the following methods, explaining the scope and nature of the perceived error: a) An inquiry case, appropriate for questions of legal interpretation. b) A claim of error, appropriate for matters of fact. The publisher of the original document SHALL respond to a claim of error as soon as possible, either publishing a revision or denying the claim. If e denies the claim, then the original document is ratified one week after the denial, unless it is challenged again (subject to the same requirements) during that period. } { Rule 2e107/0 (Power=2) Mother, May I? The following terms are defined. These definitions are used when a rule includes a term in all caps, and SHOULD be used when a rule includes a term otherwise. Earlier definitions take precedence over later ones. If a rule specifies one or more persons in connection with a term, then the term applies only to the specified person(s). 1. CANNOT, IMPOSSIBLE, INEFFECTIVE, INVALID: Attempts to perform the described action are unsuccessful. 2. MUST NOT, MAY NOT, SHALL NOT, ILLEGAL, PROHIBITED: Performing the described action violates the rule in question. 3. SHOULD NOT, DISCOURAGED, DEPRECATED: Before performing the described action, the full implications of performing it should be understood and carefully weighed. 4. CAN: Attempts to perform the described action are successful. 5. MAY: Performing the described action does not violate the rule in question. 6. MUST, SHALL, REQUIRED, MANDATORY: Failing to perform the described action violates the rule in question. 7. SHOULD, ENCOURAGED, RECOMMENDED: Before failing to perform the described action, the full implications of failing to perform it should be understood and carefully weighed. } { Rule 2e201/0 (Power=2) Game Objects (Essential) 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. All Game Objects have a Switch called Ownable, defaulting to Off. All Ownable Game Objects have an Owner, which is either a Legal Entity or Nobody. Game Objects are said to be "in possession of" their Owner. All Ownable Game Objects have a Switch called Transferrable, defaulting to On. Any Legal Entity which possesses a Transferrable Game Object may, as a Game Action, transfer it to another Legal Entity (or Nobody) that is able to possess the Game Object unless such a transfer is restricted by the rules. Upon doing so, the new Owner of that Object becomes the specified one. "Give" and "tip" are synonyms of "transfer." } { Rule 2e202/0 (Power=2) Switches (Essential) A switch is a type of attribute of Game Objects, which is either On (aka Yes or True) or Off (aka No or False). 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. 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. Switches are attributes of game objects and are not themselves game objects. } { Rule 2e203/0 (Power=2) External Forces (Essential) An External Force is anything 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 Outsider is an External Force that is also a Game Object. } { Rule 2e204/0 (Power=2) Fora (Essential) 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. } { Rule 2e205/0 (Power=2) Game Documents (Essential) Game Documents are Game Objects that consist of plain, unobfuscated text. In every Game Document, with the exception of this paragraph, text between a forward slash+asterisk character combination and the next asterisk+forward slash character combination or between double open square brackets and the next double closed square brackets (that is, text between "/*" and "*/" or between "[[" and "]]") shall be deemed Comment Text. Comment Text has no direct effect on the state of the game, although it can be read. Comments SHOULD be taken into consideration when answering Consultations. The text contained in a Game Document SHOULD be written in English using the ASCII character set. } { Rule 2e206/0 (Power=2) Rules (Essential) Rules are Game Documents. Rules define how this game is played. Each Rule must have a number and may have a name. When a new rule is created, the Minister of Law MUST assign it a number not already used by a rule in this era. Each rule number MAY be prefixed with the notation "2e" (for Second Era) to distinguish it from past rules in previous eras of B Nomic. Where a Rule, Proposal, other Game Document, or Game Action refers to a Rule by its number without a prefix, it shall be taken, by default, to refer to a Rule prefixed with the notation "2e". /* For example, one can say "Rule 15/3" to refer to Rule 2e015/3 */ Rules also have a suffix consisting of a slash followed by a nonnegative integer. By default the integer is 0. Every time a proposal changes the text of a rule, the integer in that rule's suffix is increased by one. Where a Rule, Proposal, other Game Document, or Game Action refers to a rule without a suffix, it shall be taken, by default, to refer to the version of the rule then in effect regardless of that rule's correct suffix. Rules have a Switch called Essential, which defaults to Off. There exists a ministry known as the Ministry of Law. The Minister of Law, also known as the Rulekeeper or Johnnie Cochran, is responsible for maintaining a Public Display of the current Rules and Victory Conditions. The Rulekeeper may, as a Game Action without Objection, change a Rule's Title. To "repeal" a rule is to destroy it. } { Rule 2e207/0 (Power=2) Game Actions (Essential) A Game Action is defined as any activity specified by the Rules that changes the state of the game. To perform a Game Action, an Outsider must post a message to a Public Forum specifying that they are taking that action. He must also specify any targets and/or parameters necessary for that action [[for example, you must specify a proposal in order to vote against a proposal]]. Unambiguous targets and parameters specified in Game Actions are valid regardless of capitalization, punctuation, or exact wording unless explicitly required by a Rule. They may list multiple actions that they wish to take, in which case they take them in the order they list them. They may also state a specific positive integer to perform a particular action that many times (if legal, of course) sequentially. The Rules also have the power to cause an Outsider to take Game Actions whether they post or not. Game Actions occur upon reaching the appropriate fora, in the order they arrived. Other rules may dictate otherwise, and for the purposes of determining whether a Game Action occurs, this rule defers precedence to all others. A Game Action that is caused by a Rule instead of by a Forum Post takes place at the time specified by the rule. Text to the effect that "any player may do X" should be interpreted to mean that X is a Game Action; but such a declaration implies that only players may take the Game Action X (unless another declaration permits other Outsiders to as well). Game Actions which involve calculating things that are unreasonable, impossible or ambiguous fail and have no effect. Determining what meets that criteria is up to Ministries and the Consultation system. No rule, game document, or game action may require or force any retroactive changes to the game state. } { Rule 2e208/0 (Power=2) Supporting & Objecting (Essential) The Rules may explicitly require a specific type of action to be performed "without N objections" and/or "with N supporters" where N is a positive natural number. The phrase "without objection" is synonymous to "without 1 objection", the phrase "with support" is synonymous to "with 1 supporter", and the phrase "with more support than objection" is synonymous to "with 1 more Supporters than Objections". These actions are referred to as "dependent actions". To perform a dependent action, a Player must first announce their intent to perform that action as a Game Action. Between 2 and 4 ndays after the intent was announced, the action CAN be performed by the Player if and only if: i. If it's without N objections: less than N Players have Objected to the action ii. If it's with N supporters: at least N Players have Supported the Action iii. If it's with N more Supporters than Objections, at least N more Players have Supported the Action than have Objected to the Action iv. 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. A rule may give a different timespan for the action to be resolved. All Players MAY Object or Support an action before it is performed as a Game Action, unless they submitted the intent to perform the action in question. } { Rule 2e209/0 (Power=2) Submitting (Essential) The rules may state that it is legal for Outsiders to Submit certain document types as a Game Action. To Submit a Game Document, an Outsider must provide a full description of the Document in the Public Forum message where they take the Action of Submitting. } { Rule 2e210/0 (Power=2) Joining & Leaving (Essential) There exists a ministry known as the Ministry of Society. The Minister of Society, also known as the Registrar, is responsible for maintaining a Public Display of the current Players and their Rule-defined attributes, as well as a Public Display of the current Public and Discussion Fora. A Player is an Outsider who consents to be governed by the rules, fulfills all requirements for continued playerhood specified by the rules, and has become a Player in a manner specified by the rules that were in effect at the time e became a Player. Any Human External Force who is not already a Player and who has not been a player in the current or previous nweek can become a Player by posting a message to a Public Forum containing a request to become a Player and a uniquely identifying name that e wishes to be known by. Any Player can change their name to any string not already the name of another Game Object as a Game Action. A Player may cease to be a Player by Forfeiting the game; this must be done in a Public Forum unless there are no working public fora, in which case he may notify the Player he most recently knew was Registrar privately instead. No restrictions may be placed on when a player may announce eir forfeit; any player may opt to forfeit the game at any time (regardless of any timekeeping device used in the game). However, the forfeit takes place at the moment when the announcement that the player forfeits reaches the Public Forum [[so you can't choose to forfeit in the middle ages anymore, sorry]]. In its request to become a player, an External Force may name a group of current players that were responsible for its desire to join the game. A recruitment bonus of 60 mackerel shall be evenly divided between the players so named when the External Force becomes a Player, with any fractional mackerel being destroyed. } { Rule 2e211/0 (Power=2) Ministries (Essential) A Ministry is a Game Object that can be assigned to at most one Player. It represents the responsibility of that Player to keep Players aware of the state of a particular aspect of the game, and may also represent the power of that Player to affect the gamestate in ways specified in the Ministry's definition. If a Ministry's defined powers conflict with any other part of the Rules, the latter takes precedence. A Ministry that is not assigned to a Player is Vacant. The terms "post holder", "pot holster", "post holder designate", and "Minister" refer to the Player in possession of a given Ministry. This can be abbreviated "PHD". } { Rule 2e212/0 (Power=2) Assigning Ministries Any Player may, as a Game Action, assign a Vacant Ministry to themselves, specifying for this Ministry a new Reward Value, which > must be less than or equal to its current Reward. } { Rule 2e213/0 (Power=2) Leaving Ministries A Minister may Resign from their Ministry via Game Action. At that time, the Ministry becomes Vacant. A Minister which loses the Active property or ceases to be a Player immediately vacates any Ministries it holds upon doing so. Any Player may, with more support than objection, remove a Minister from his Ministry, causing the Ministry to become Vacant. } { Rule 2e214/0 (Power=2) Electing Ministers An Election for a Ministry is a type of Decision, with: i. the valid Votes being an ordered list, of at least length one, of any of the Candidates, without repeating any Candidate ii. the Deadline being the end of nday 10 of the nweek the Election was created iii. the valid Outcomes being any of the Candidates Any Player may, as a Game Action, nominate a Player for a Ministry, causing them to become a Possible Candidate for that Ministry, unless that Ministry has an Election in Voting. Any Possible Candidate can accept a nomination, specifying a Wanted Reward in macks. They then become a Candidate for that Ministry. If there is no current Election for that Ministry, one is created. If there is only one Candidate for a Ministry at the end of nday 8, that Candidate becomes the Chosen One for the Ministry and the Election is destroyed. At the end of an Election's Voting Period, the following calculations and events happen: i. Set every candidate's score to 0. ii. For each vote including a candidate, increase the candidate's score by 1/N, where N is the position of the candidate in the vote (starting at 1). iii. Every candidate's popularity is their score divided by the number of votes cast. The winners are the candidates with the highest popularities. If there is only one winner, they are the Chosen One for the Ministry. Otherwise, the Bidding Period for the Ministry starts. In the Bidding Period, any Candidate can change their Wanted Reward for the Ministry as a Game Action, as long as the new reward is lower than any other Candidate's for that Ministry. This is referred to as "bidding". At the end of the nweek, all Bidding Periods end. At the end of a Bidding Period, the Chosen One for the Ministry is the Candidate with the lowest Wanted Reward. Whenever a Candidate for a Ministry becomes the Chosen One, the Reward for that Ministry becomes the Candidate's Wanted Reward and the Ministry is assigned to them. } { Rule 2e215/0 (Power=2) Ministry Rewards All Ministries have a Reward, which is an integer amount of mack from m1 to m100, defaulting to m100. At the beginning of each nweek, the Reward for any Vacant Ministry is set to the default value. At the end of each nweek, for each Ministry that has been continuously held by the same minister since the clock was first turned on that nweek, its Minister earns that Ministry's Reward. } { Rule 2e216/0 (Power=2) Public Displays (Essential) A Public Display is a display of an aspect of the current state of the game in a form easily accessible to all Players. Good Public Displays can include the B Nomic wiki or posting on a regular basis to a Public Forum. If the rules require a Ministry to maintain a public display, then that Ministry is obligated to update that public display to reflect the current gamestate whenever the data related to it is modified. However, this obligation is fulfilled even if there are accidental errors and/or omissions in the updated data of the public display. Any player may challenge a public display as a Game Action by listing any errors he believes to be present in that public display. The Minister who maintains that display is obligated to address those errors by either correcting them or indicating why he believes them to be already correct. A Player may, as a Game Action with 4 Support and no Objections within 2 rdays, Ratify a Public Display. The Public Display in question must either be provided in full as part of the Game Action or linked to on a static web page [[e.g. permanent link on the wiki]]. Public Displays posted to the Public Forum are self-ratifying. } { Rule 2e217/0 (Power=2) The MetaMin There exists a Ministry called the Ministry of Ministry, also known as the MetaMinistry. The Minister of Ministry may be referred to as the MoM, the MetaMin, or Kurt Gödel. The MetaMin is responsible for maintaining a Public Display of all existing Ministries, showing their names, responsibilities, retainers, and current holders. } { Rule 2e218/0 (Power=2) Ministerial Obligations A rule or passed proposal can create an obligation for a Ministry to take some action within its powers. A Minister shall fulfill any obligations on eir Ministry in a Jiffy. Unless the rules explicitly state otherwise, a Minister has the power to make any changes to Game Objects strictly necessary to fulfill his Ministerial Obligations. Any Minister who fails to perform an obligation within the allotted time can be removed from eir Ministry by any Player as a Game Action. In the case where the only obligations a Minister has failed to fulfill within the allotted time concern the incompleteness or fallaciousness of their Public Display, however, e may only be removed after an explicit challenge to said Public Display has been issued and has not been addressed within the allotted time. Whenever a new Minister takes over a Ministry, the time limit for any obligations on that Ministry are reset. Therefore a new Minister shall always have a Jiffy to fulfill any obligations on the Ministry e has taken over. } { Rule 2e219/0 (Power=2) Decisions (Essential) Decisions are a type of Game Object consisting of a specification of: i. the valid Votes on that Decision ii. the list of Eligible Voters for that Decision, by default all non-Bum, non-Prisoner, non-Dead Players at the start of that Decision's Voting Period iii. the Decision's Deadline, a point in time after the start of Ballotday of the nweek, by default the end of the nweek (where "the nweek" is the nweek that the Decision was created), or the end of next nweek if it is after Ballotday iv. a list of valid Outcomes of the Decision, and how to determine them at the end of the Voting Period v. what happens when the Decision's Voting Period ends A Decision's Voting Period is the duration of time between Ballotday of the nweek it was created and its Deadline. A Decision in its Voting Period is said to be in Voting. A Decision before its Voting Period is said to be Pending. There exists a ministry known as the Ministry of Change. The Minister of Change, also known as Barack Obama, is responsible for maintaining a Public Display of the current Decisions and their attributes. At the end of the nday prior to the beginning of Ballotday, the Minister of Change is obligated to publish a Game Document known as a ballot. Such a document should list all Decisions to be voted on. Any Eligible Voter for a Decision CAN cast a valid Vote on it as a Game Action while that Decision is in Voting. Any Eligible Voter CAN retract their Vote on any Decision in Voting at any time. At the end of a Decision's Voting Period, its Outcome is evaluated, and whatever is specified to happen at the end of its Voting Period happens. Unless specified otherwise in a another Rule, if two or more Decisions have the same Deadline, the events in the previous sentence happen in order of the Decisions' creation, earliest first. This is the process of Resolving. The Minister of Change is then obligated to publish the results of the voting, including each Vote received, the final Outcome, and the changes to any scoring as a result of voting. Unless specified otherwise in another Rule, Decisions are destroyed post-Resolving. } { Rule 220/0 (Power=2) Proposals (Essential) Proposals are a type of Decision with the following attributes: i. Title (Range: all strings; Default: the empty string) ii. Body (Range: all strings; Default: the empty string) iii. Proposal Number (Range: null + all integers; Default: null) iv. Conflicts (Range: all sets of other proposals; Default: the empty set) v. Dependencies (Range: all sets of other proposals; Default: the empty set) vi. Power (Range: all non-negative integers; Default: 2) A Proposal's Valid Votes are {FOR, AGAINST}. A Proposal's Valid Outcomes are {Won, Lost, Discarded}. If, in a set of two proposals, either lists the other as a Conflict, those proposals are said to Conflict with each other. If one proposal lists another on its list of Dependencies, then the first is said to Depend on the second. /* Note that a proposal may contain text in addition to its list of gamestate changes, but this text is generally ignored. It may be unclear whether or not a particular part of the text is a gamestate change; determining this is left to the Minister of Changes and the justice system. */ Submission and Revision 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. To submit a proposal, a player need only specify its Body. They may optionally also specify its Title, Conflicts, and Dependencies; if any of these are not specified, they default to being empty. The player who submits a proposal is known as the Proposal's Author, and is said to own that proposal. When a new proposal is submitted, it is assigned the Proposal Number null. The Chairman is obligated to assign a new Proposal Number that is greater than all Proposal Numbers previously used in the Second Era of B Nomic to each proposal with a number of null. As a Game Action a Player may withdraw a Pending proposal if they are the Author of that Proposal. A Proposal that is withdrawn has its Status set to Historical and its Success state set to Lost. Tallying the votes A Proposal's Vote Count for a given vote value is the number of Eligible Voters whose Vote on that Proposal is that value. A Proposal's Stamina is F+A and its Strength is F-A, where F is its Vote Count for FOR and A is its Vote Count for AGAINST. When a Proposal's Voting Period ends: i. If its Stamina is less than one half the number of Vested players it is Discarded and Fails. ii. If its Strength is Positive, it is Won. iii. If its Strength is Negative, it is Lost. iv. If it Depends on a Proposal that is Lost, it is Lost. v. If it has lower Strength than, or equal Strength and a higher Proposal Number than, a Proposal with which it Conflicts, it is Lost. vi. If it is Won, it Passes. vii. Otherwise, it Fails. Whenever a proposal becomes Lost, it ceases to be Won. When a proposal Passes, the game is changed according to the instructions in its Body. } { Rule 2e301/0 (Power=1) Blanket Statement of Permission If a rule states that players CAN perform an action, then they MAY perform that action unless a rule says otherwise. } { Rule 2e302/0 (Power=1) Rule of Inaction Players SHOULD NOT take Game Actions. } { Rule 2e303/0 (Power=3) Precedence (Essential) If two Rules contradict each other and exactly one says it takes precedence over the other, that one takes precedence. If two Rules contradict each other and exactly one says the other takes precedence over it or that it defers to the other one, that other one takes precedence. If an Essential Rule contradicts a non-Essential Rule and neither Rule specifies which takes Precedence over the other, the Essential Rule takes precedence over the non-Essential Rule. If two Rules contradict each other and the above paragraph does not state which takes precedence, then the one with the higher Power takes precedence. If they have the same Power, the rule with the lower number takes precedence. This Rule takes precedence over all other Rules that determine precedence of Rules. } }} _______________________________________________ spoon-business mailing list spoon-business@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-business