Cycle 13/Ruleset Draft: Difference between revisions

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Default all rules to be persistent
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Initially, all rules are persistent.
= Persistent Rules =
= Persistent Rules =


== Time ==
== Time ==
All times mentioned in the rules are in UTC. Days begin at 00:00 UTC. Weeks begin on Monday. Each phase is either (Monday and Tuesday), (Wednesday and Thursday), or (Friday, Saturday, and Sunday).
All times mentioned in the rules are in UTC. Days begin at 00:00 UTC. Weeks begin on Sunday. Each phase is either (Sunday, Monday, and Tuesday), (Wednesday and Thursday), or (Friday and Saturday).


The first Phase starts at the beginning of the first full Monday after the Cycle begins.
The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle.


Phases are identified by successive Roman numerals; the first phase of the cycle is Phase I.
Phases are identified by successive Roman numerals; the first phase of the cycle is Phase I.
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Actions that are to be performed by sending a message are done by sending a message in the appropriate channel that clearly and unambiguously sets forth intent for the action to be taken.
Actions that are to be performed by sending a message are done by sending a message in the appropriate channel that clearly and unambiguously sets forth intent for the action to be taken.
A players is "reputable" if they have continuously been a player for the previous seven days or if they have continuously been a player from a time that was within 3 days of the round starting.
Whenever a player performs an action that would modify the information that the players generally agree should be tracked, that player should make a reasonable effort to track the outcome of the action in the generally-agreed-upon applicable location.
== Generate Coins ==
A player can take the Generate Coins action once per phase by declaring their intent to do so and rolling a six sided die in #game-actions. The player then gains Coins equal to the number rolled on the die.


== Loops ==
== Loops ==
Every 9 phases, the following occur in order:
Loop priority is a strict weak order over rules, defined as follows:
* All rules that are not persistent are simultaneously repealed
 
* All items that are not defined as persistent by the rules are removed from inventories.
* A persistent rule has higher loop priority than an ephemeral rule.
* Otherwise, a rule with lexicographically earlier title has higher loop priority than a rule with lexicographically later title.
* Otherwise, two rules have the same loop priority.
 
The phase counter is an integer, initially 0.
 
At the end of each phase (immediately before the new phase begins), the following occur in order:
* The phase counter is incremented by 1.
* If the phase counter is not less than 9, the following occur in order:
** The current loop is considered to end, and effects defined by the rules as occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule's text happen before effects provided for later in that rule's text.
** All rules that are not persistent are simultaneously repealed
** All items that are not defined as persistent by the rules are removed from inventories.
** The phase counter is set to 0.


Rules and items that are not persistent can be referred to as ephemeral.
When a new phase begins while the phase counter is 0, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule's text happen before effects provided for later in that rule's text.


At the beginning of the cycle, all rules are persistent.
Rules and items that are not persistent are "ephemeral".


== Leaderboards ==
==Leaderboards ==
At the beginning of every Loop, 1 goal is randomly selected. Each Goal is randomly given a reward from the list of rewards.
Each loop has at most one active goal. If the current loop does not have a goal, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop's active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal's reward for this loop.


At the end of a Loop, the players that best accomplished a Goal that was selected at he beginning of that Loop get the reward selected for that Goal. This occurs ''after'' inventory wipes occur.
At the start of a loop, the players that best accomplished each active goal in the previous loop, if any, gain the reward for that goal in that loop, if any.


=== Goal list ===
=== Goal list ===
Have the most Coins at the end of the Loop.
 
* Have the most Coins at the end of the Loop.


=== Reward list ===
=== Reward list ===
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== Items ==
== Items ==
Items are entities that players can have in their inventory.
Items are entities described as such by the rules. Items are always owned by exactly one entity, and they cannot be owned by any entity that the rules do not allow to own that item. By default, only players may own items. When an item's owner cannot reasonably be determined using publicly available information, it is instead destroyed.


While all items are wiped after the ends of Loops, the definitions of items stay.
For an entity to gain an item is for that item to be created in that entity's possession. To grant an entity an item is to create it in that entity's possession.


TODO: proper text for persistent items or whatever
For an entity to lose an item is for that item to be destroyed from that entity's possession. To revoke an item from an entity is to destroy it from that entity's possession.


=== Item list ===
A trade is an exchange or transfer of items between two entities, with each entity giving a specified finite set of items to the other. Reputable players may trade items with other reputable players. A trade between two players takes place when both players explicitly consent to the trade in #trades within 7 days of each other.
* Orb (persistent)
* Coin


== Proposals ==
== Orbs ==
Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously. A player can create a proposal in #proposals by specifying the text and, optionally, the class. If a proposal has no class specified, the proposal class defaults to Standard.
Orbs (singular Orb) are a persistent, fungible item.
 
== Coins ==
Coins (singular Coin) are a fungible item.
 
==Proposals==
Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously to the extent they are not prohibited by the rules.  


A 👍 or 👎 reaction on a Proposal message at the time when the voting period ends constitutes a vote in favor or against, respectively.
A 👍 or 👎 reaction on a Proposal message at the time when the voting period ends constitutes a vote in favor or against, respectively.
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At the end of its voting period, a proposal takes effect if it is popular (as defined for its class), and the message in which it was submitted has been neither deleted nor edited. If, but for this clause, more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.
At the end of its voting period, a proposal takes effect if it is popular (as defined for its class), and the message in which it was submitted has been neither deleted nor edited. If, but for this clause, more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.


== Urgent Class Proposals ==
== Urgent Class Proposals==
Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text.
 
The voting period of an urgent proposal begins at the time it is submitted and ends two days after. An urgent proposal is popular if it has no more than two votes against it. Only reputable players may vote on urgent proposals.
The voting period of an urgent proposal begins at the time it is submitted and ends two days after. An urgent proposal is popular if it has no more than two votes against it. Only reputable players may vote on urgent proposals.


Any reputable player may make an Urgent Class proposal. Urgent proposals should only be used to correct the game to its intended state and to maintain playability.
Urgent proposals should only be used to correct the game to its intended state and to maintain playability.


== Standard Class Proposal ==
== Standard Class Proposal ==
TODO: figure out security declaration
Any player may submit a standard-class proposal in #standard-proposals, specifying its text.
 
The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it.
 
Standard proposals cannot enact, repeal, amend, or otherwise modify persistent rules.
 
== Transtemporal Proposal ==
Any player may submit a transtemporal-class proposal in #transtemporal-proposals, specifying its text.
 
The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it.


== Winning ==
== Winning ==
The player or players with at least 100 Orbs win, and then the Cycle ends.
When one or more players have at least 100 Orbs, each player with at least 100 Orbs wins the Cycle. The Cycle ends once any players have won.


== Judges ==
== Judges ==
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Any reputable player may become a candidate for the Judge by sending a message in the channel #judge-elections. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most :+1: reactions becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more :+1: than :-1: reactions on its initiating message. Ties are broken in favor of the player with the earliest text message during that week.
Any reputable player may become a candidate for the Judge by sending a message in the channel #judge-elections. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most :+1: reactions becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more :+1: than :-1: reactions on its initiating message. Ties are broken in favor of the player with the earliest text message during that week.


= Ephemeral Rules =
=Ephemeral Rules=

Latest revision as of 02:08, 25 November 2022

Initially, all rules are persistent.

Persistent Rules[edit | edit source]

Time[edit | edit source]

All times mentioned in the rules are in UTC. Days begin at 00:00 UTC. Weeks begin on Sunday. Each phase is either (Sunday, Monday, and Tuesday), (Wednesday and Thursday), or (Friday and Saturday).

The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle.

Phases are identified by successive Roman numerals; the first phase of the cycle is Phase I.

Players[edit | edit source]

Any person may become a player by posting a message setting forth their intent to do so in the channel #game-actions, provided they have not been a player at any point in the past seven days. A player may cease being a player by sending a message that sets forth their intent to do so in #game-actions.

Actions[edit | edit source]

When defining a game action that can be performed by sending a message, the rules should specify a channel where the game action can be taken. If the rules enable performing an action by sending a message without providing for a specific channel, the action can be taken by sending a message in #game-actions. Similarly, if the rules provide that a game action can be taken without making any provision for any method to take that action, the action can be taken by sending a message in #game-actions.

Actions that are to be performed by sending a message are done by sending a message in the appropriate channel that clearly and unambiguously sets forth intent for the action to be taken.

A players is "reputable" if they have continuously been a player for the previous seven days or if they have continuously been a player from a time that was within 3 days of the round starting.

Whenever a player performs an action that would modify the information that the players generally agree should be tracked, that player should make a reasonable effort to track the outcome of the action in the generally-agreed-upon applicable location.

Generate Coins[edit | edit source]

A player can take the Generate Coins action once per phase by declaring their intent to do so and rolling a six sided die in #game-actions. The player then gains Coins equal to the number rolled on the die.

Loops[edit | edit source]

Loop priority is a strict weak order over rules, defined as follows:

  • A persistent rule has higher loop priority than an ephemeral rule.
  • Otherwise, a rule with lexicographically earlier title has higher loop priority than a rule with lexicographically later title.
  • Otherwise, two rules have the same loop priority.

The phase counter is an integer, initially 0.

At the end of each phase (immediately before the new phase begins), the following occur in order:

  • The phase counter is incremented by 1.
  • If the phase counter is not less than 9, the following occur in order:
    • The current loop is considered to end, and effects defined by the rules as occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule's text happen before effects provided for later in that rule's text.
    • All rules that are not persistent are simultaneously repealed
    • All items that are not defined as persistent by the rules are removed from inventories.
    • The phase counter is set to 0.

When a new phase begins while the phase counter is 0, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule's text happen before effects provided for later in that rule's text.

Rules and items that are not persistent are "ephemeral".

Leaderboards[edit | edit source]

Each loop has at most one active goal. If the current loop does not have a goal, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop's active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal's reward for this loop.

At the start of a loop, the players that best accomplished each active goal in the previous loop, if any, gain the reward for that goal in that loop, if any.

Goal list[edit | edit source]

  • Have the most Coins at the end of the Loop.

Reward list[edit | edit source]

  • 1 Orb

Items[edit | edit source]

Items are entities described as such by the rules. Items are always owned by exactly one entity, and they cannot be owned by any entity that the rules do not allow to own that item. By default, only players may own items. When an item's owner cannot reasonably be determined using publicly available information, it is instead destroyed.

For an entity to gain an item is for that item to be created in that entity's possession. To grant an entity an item is to create it in that entity's possession.

For an entity to lose an item is for that item to be destroyed from that entity's possession. To revoke an item from an entity is to destroy it from that entity's possession.

A trade is an exchange or transfer of items between two entities, with each entity giving a specified finite set of items to the other. Reputable players may trade items with other reputable players. A trade between two players takes place when both players explicitly consent to the trade in #trades within 7 days of each other.

Orbs[edit | edit source]

Orbs (singular Orb) are a persistent, fungible item.

Coins[edit | edit source]

Coins (singular Coin) are a fungible item.

Proposals[edit | edit source]

Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously to the extent they are not prohibited by the rules.

A 👍 or 👎 reaction on a Proposal message at the time when the voting period ends constitutes a vote in favor or against, respectively.

At the end of its voting period, a proposal takes effect if it is popular (as defined for its class), and the message in which it was submitted has been neither deleted nor edited. If, but for this clause, more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.

Urgent Class Proposals[edit | edit source]

Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text.

The voting period of an urgent proposal begins at the time it is submitted and ends two days after. An urgent proposal is popular if it has no more than two votes against it. Only reputable players may vote on urgent proposals.

Urgent proposals should only be used to correct the game to its intended state and to maintain playability.

Standard Class Proposal[edit | edit source]

Any player may submit a standard-class proposal in #standard-proposals, specifying its text.

The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it.

Standard proposals cannot enact, repeal, amend, or otherwise modify persistent rules.

Transtemporal Proposal[edit | edit source]

Any player may submit a transtemporal-class proposal in #transtemporal-proposals, specifying its text.

The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it.

Winning[edit | edit source]

When one or more players have at least 100 Orbs, each player with at least 100 Orbs wins the Cycle. The Cycle ends once any players have won.

Judges[edit | edit source]

There shall be a sole Judge, responsible for resolving rules disputes. An incumbent Judge can be removed with the assent of two players, but they should not be removed except for abuse of office. A person can cease being the Judge by publicly stating so.

A request for justice shall take the form of a question or statement. The proper response to a question is an answer to that question, and the proper response to a statement is the truth value of that statement.

Upon formal submission of a request for justice by a person other than themself in #request-for-justice, the Judge shall, as quickly as possible, issue a response to the request. This response shall be binding only to the extent that it reasonably directly pertains to the request, and only to the extent that it does not blatantly and obviously contradict rules text.

Within 4 days of a judge issuing a ruling, a public vote of confidence on that ruling can be initiated in #request-for-justice. Votes may be cast in such a vote for a period of 2 days after initiation. Votes are to be cast by :+1: or :-1: reactions on a clearly designated poll message; if a person's vote is unclear, it is to affirm the judgement. A ruling is overturned if strictly more players vote in favor of overturning than affirming.

A ruling may be overturned by the Judge who made it within one week of being made. When a ruling is overturned in this manner, the Judge shall then issue a new ruling on the initial request, which shall be binding in the same manner as the original ruling.

An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate.

Any reputable player may become a candidate for the Judge by sending a message in the channel #judge-elections. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most :+1: reactions becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more :+1: than :-1: reactions on its initiating message. Ties are broken in favor of the player with the earliest text message during that week.

Ephemeral Rules[edit | edit source]