User:4st/Cycle 13 Ideas
Here's a page of free ideas. Add or remove as you please.
Persistent Ideas
Optional Engagement
Players may choose to not obey an ephemeral rule by saying so in #game-actions. When they do so, they can no longer obey it for the rest of the loop as well. A player who doesn't obey a rule cannot change gamestate based on that rule. If changes to gamestate would affect a player who doesn't obey the rule those changes would affect, they instead don't. If said changes to gamestate that would affect that player would last beyond a loop, those changes begin affecting that player when the next loop begins.
Orbs
Whenever a player is granted coins, subtract 1 from the number of coins granted for each orb in their possession.
A player may, by announcement to #game-actions and specifying a proposal in #standard-proposals or #transtemporal-proposals, revoke an orb in their possession. When the voting period on that proposal ends, count :heavy_plus_sign: and :heavy_minus_sign: reactions from that player on that proposal as an additional vote in favor or against, respectively.
Proposal Rewards
Whenever an standard proposal is adopted, grant 1 coin to the player who proposed it.
Whenever a transtemporal proposal is adopted, grant 2 coins to the player who proposed it.
Micrographomic
Each player is a row and a column on a matrix that contains integers from -10 to 10. When the loop begins, all values in the matrix are reset to 0.
Ephemeral Ideas
Ducks
Ducks (singular duck) are a non-fungible (persistent?) item.
Whenever a player is granted coins, for each duck in their possession, add 1 to the number of coins granted.
Whenever coins are revoked from a player, for each duck in their possession, add 1 to the number of coins revoked.
A player may, by announcement to #game-actions, revoke 10 coins in their possession, and afterwards, be granted a duck.
A player may, by announcement to #game-actions and specifying a proposal in #standard-proposals or #transtemporal-proposals, revoke a duck in their possession. When the voting period on that proposal ends, count :duck: and :noDuck: reactions from that player on that proposal as an additional vote in favor or against, respectively.
Unicorns
Once per phase, any player may have any player randomly selected as the chosen one.
The chosen one may use :trungStonkUp: and :trungStonkDown: to vote in favor or against, respectively, on standard proposals that are in their voting period.
Once per phase in which the chosen one has been randomly selected, the chosen one can choose any ephemeral item, and it is granted to them, by posting to #game-actions.
Once per phase in which the chosen one has been randomly selected, the chosen one can choose any ephemeral item, and each player is granted one of it, by posting to #game-actions.
Once per phase in which the chosen one has been randomly selected, the chosen one may choose to not obey an ephemeral rule by saying so in #game-actions. A player who doesn't obey a rule cannot change gamestate based on that rule. If changes to gamestate would affect a player who doesn't obey the rule those changes would affect, they instead don't. If said changes to gamestate that would affect that player would last beyond the time frame they are disobeying that rule, those changes begin affecting that player normally when the time frame expires.
Once per phase in which the chosen one has been randomly selected, the chosen one must submit a standard proposal. If they don't, everyone is cursed, and all standard proposals for that phase are invalid.
Mana
Mana (singular and plural Mana) is an ephemeral, fungible, non-transferrable item.
Each phase, each player is granted 1 Mana.
A player may revoke any number of Mana by posting to #game-actions and specifying another player. When they do so, update the matrix row of the player who posted and the column of the specified player to the amount of mana revoked.
If a cycle (TODO: define that term for this context) is created in the adjacency matrix, grant all players in the cycle N coins, where N is the total edge weight of the cycle. If more than one cycle is created, grant coins for all cycles. Then, set all edges in those cycles to 0.