Cycle 11/Ideas
Overarching design ideas
- Fewer automatic actions to reduce logistical strain
- Set precedent that players are expected to track their own actions, or delegate them to a specific party if otherwise agreed
- Create specific game channels for actions that require tracking to allow better auditing (A cycle 10 example would be splitting game-actions into Bets / Hands / Trades)
- Implement an auto-idling system for inactive players
The Council
Returning idea from Cycle 10's planning. Additional discussion thread starts here.
Slow Background Nomic
Returning idea from Cycle 10's planning. Additional discussion thread starts here.
Branching Nomic
A nomic that splits based on the result of decisions: Branching nomic pitch
Subproposals Nomic
A nomic where multiple users work together to assemble omnibus proposals composed of individual subproposals: Subproposal ideas
Rules are Items
The rules themselves are tangible items that must be crafted, can be owned and traded, and possibly destroyed. Brief discussion happened here
re-run a previous round
Take the initial/final ruleset from a previous round and use it as the initial ruleset for this round.