Cycle 13/Ruleset Draft: Difference between revisions

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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).
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 Sunday 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 ==
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.
The phase counter is an integer, initially 0.


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* The phase counter is incremented by 1.
* The phase counter is incremented by 1.
* If the phase counter is not less than 9, the following occur in order:
* If the phase counter is not less than 9, the following occur in order:
** The current loop is considered to end, and events defined by the rules as occurring at the end of a loop by other rules occur (TODO: ordering?).
** 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 rules that are not persistent are simultaneously repealed
** All items that are not defined as persistent by the rules are removed from inventories.
** All items that are not defined as persistent by the rules are removed from inventories.
** The phase counter is set to 0.
** 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 events defined by the rules as occurring at the beginning of a loop occur (TODO: ordering?).
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".
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 the beginning of that Loop get the reward selected for that Goal, receiving this reward when the next loop begins.
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.
 
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.


While all items are wiped after the ends of Loops, the definitions of items stay.
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.


TODO: proper text for persistent items or whatever
== Orbs ==
Orbs (singular Orb) are a persistent, fungible item.


===Item list===
== Coins ==
* Orb (persistent)
Coins (singular Coin) are a fungible item.
* Coin


==Proposals==
==Proposals==
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== Winning ==
== Winning ==
When at least one player has 100 Orbs, each player with 100 Orbs wins the Cycle, 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 ==