Soliciting Second Switch suggestions (1 comment) Before I make my request, here’s a brief recap of the “Second Switch

Before I make my request, here’s a brief recap of the “Second Switch” situation for anyone who hasn’t been keeping up with the Slack conversations or my incessant posts:

Currently, this blog runs on ExpressionEngine 2, which is three major versions behind. It runs on a maximum of PHP 7.0, which is end-of-life and soon to be removed from our hosting. Continuing to run these ancient pieces of software is a security threat.

The upgrade process from EE2 to EE3 to EE4 to EE5 — yes, they recommend going through each process separately — is onerous and, by all reports, error-prone. Also, where ExpressionEngine used to be a commercial CMS, the company that created it, EllisLab (née pMachine), ceased to exist last year, and ExpressionEngine is now open source. Open source is good, but “open source as the last gasp of a dying platform” is less good. And while that phrase may be an exaggeration, I don’t think it’s that much of one: it has a Stack Exchange but it’s not very active, it doesn’t appear at all on Wikipedia’s list of CMSes, etc.

So, if we have a big upgrade process facing us no matter what, it seemed like the right time to consider another platform switch. And after discussing it in Slack, the obvious choice was to migrate away from the possibly-dying CMS with a meager ecosystem, to the most popular CMS in the world.

Therefore we (well, so far, just I) have started rebuilding the site in WordPress. My current plan is for us to be helped in this effort by using the most popular of the WordPress page builder plugins, Elementor Pro. For almost everything that currently requires hand-coded EE templates and HTML/CSS/JS/PHP, via Elementor and some other plugins we will instead use a drag-and-drop interface to build and style visual components that can be embedded anywhere on the site and changed everywhere at once. (Custom HTML, CSS, and JS snippets can still be pasted basically anywhere, if necessary.)

So: On the wiki I’ve put together some stubs of documentation for BlogNomic’s second replatform. There’s one page for definite plans, one for suggestions, and one for guides to stuff we need to do and/or how to do things after the Switch. Please read over these at your convenience, and edit them (or comment here, or post in #thesecondswitch in Slack) to make any and every suggestion you can think of. I can’t make many promises, but I’d love to hear about any longstanding annoyances or desired new features that I can consider addressing while I’m working on this.

The bulk of the work will take place between June 8 and 15, and by the end of that period I hope and plan to have the WordPress version in a state where a testing metadynasty can begin alongside whatever is going on in the main game. I have some ideas about this metadynasty that I’ll share as we get closer to time.

But: regarding that metadynasty, the upcoming upgrade, and BlogNomic in general, I am merely the technical steward here, not actually an authority or final decision-maker on things that affect the game. So if anyone has any issues with any aspect of this, by all means raise them here or in Slack. The first Switch metadynasty’s theme was “If it ain’t broke, fix it anyway”, which was a funny joke when the game was like two years old and running on Blogger. But fifteen years later, I’d much rather err toward fixing only what’s broken or widely desired. Running on EE2/PHP7.0 is broken in important ways, and changing platforms changes a lot of things automatically, but beyond what’s absolutely necessary, I don’t want to change anything that there’s not near-universal enthusiasm for. So please don’t hold back with your feelings on any of this.

Friday, June 05, 2020

Proposal: shifting to a higher gear

Amend the subrule “Wagers” by changing:

Increase the Wheel’s Due Date by 12 + DICE24 Hours

to:

Increase the Wheel’s Due Date by 12 + DICE18 Hours

I feel like the current version is a bit too long, especially since the end of the dynasty will happen in about a week and a half.

Proposal: 41515 mumble

Create a new segment with values as follows:

  • Name: Mumble
  • Payout: Pays segments + 5 - the number of times this segment occurs in all wagers.

we. need. more. segments.

edited once to be more valuable.

Proposal: Not So Annoying

Replace “Annoyingness” with “Energy” wherever it appears in the game state documented on “The Wheel” wiki page or in the ruleset.

Annoyingness has a bit of a negative connotation associated with it. “Energy” seems to fit a bit better

Plus if Kevan’s proposal fails, this fixes the “Annoyingness segment name isn’t on the word list” gripe =)

Proposal: Astragalomancy

After “The Name of a Segment is flavor text and no two Segments may have the same Name”, add:-

. Gamblers are strongly encouraged to generate Segment Names at random, when creating new ones.

Remove the Segment named “Annoyingness” from the gamestate.

Ensconcing the tradition of randomising Segment names into the ruleset (although not enforcing it); we almost missed out on the auspiciously generated “Hexagram” in the previous proposal.

Also chucking out an old and unrandomised Segment, which has been more or less superseded by Rising (“Gain 1 Annoyingness”) anyway.

Proposal: Double Trouble

Create a new segment with:

* Name: Hexagram
* Payout:
* Global Effect: The Wheel’s due date is set to 37 hours prior to the time that it was before this spin occurred. Each Gambler gains number of Points equal to the Size of their Wager.

This reimplements Double has a global effect and adds an element of randomness. This should always result in at least two subsequent Spins but could also result in more. This also resolves any concerns about sub-actions and makes the workload on the spinner less because the same person doesn’t necessarily have to do the re-spins. If others would prefer something identical to Double Trouble, I’ve also thought of language for that, but this seems like a clever use of mechanics. Additionally, I rolled for a random name, but it didn’t fit, and since we already have a non-random name on the wheel, I decided to just use Marco Sulla’s original name.

Thursday, June 04, 2020

Proposal: Who Turned Out The Lights?

Add the following to “Spare Segments”

If a Segment of the Wheel is not included in the Wager of a Gambler who is Locked In and is not the only segment on the wheel, it is considered Available.

If it has been at least one hour since a Gambler last spinned the wheel, a Gambler may spend 1 annoyingness to move an Available Segment from the Wheel to the Spare Segment list. It is Primed.

Using spare segments to make locking in do something—if you don’t lock in your segments they might get moved!

Call for Judgment: Not Everyone Can Be A Winner

Fewer than a quorum not voting against, failed 2-7 by Kevan.

Adminned at 05 Jun 2020 13:41:55 UTC

Affirm that no Amnesiac or Gambler received any Points or Power from the Spinning of the Wheel that occurred on 4rd June 2020, 14:00:00 UTC

As outlined in https://blognomic.com/archive/the_random_spin#comments the spin was incorrectly applied. “Winner” was incorrectly resolved. Nothing in the Payout for Random said that “Winner” meant “Winner of the payout”. Its an undefined term, and thus there was no one to apply the list to.

Call for Judgment: Well, we can’t be having that now, can we?

Quorum Reached. Passes 8-0—Clucky

Adminned at 04 Jun 2020 23:04:40 UTC

Amend the Payout of the Segment named Random to read: “Apply the Payout of another Segment on the Wheel, selected at random.”

Amend the Global Effect of the Segment named Random to read: “Apply the Global Effect of another Segment on the Wheel, selected at random.”

Tsk tsk.

The Random spin

For reference, here’s what I believe happened during my last spin of the wheel:
The original spin came up as Random. The winners are Axemabaro, Trigon, and myself. The Ruleset asks me to apply the Payout: “For each Winner, select another Segment at random and apply its Payout to them.”, to each Winner. So, I first applied this Payout to Axemabaro. What does this mean? For each winner, I selected another Segment at random and apply the Payout to them - the fact that this action is done “to Axemabaro” is meaningless. These random segments came up Random for Axemabaro, False for me, and Unearned for Trigon. Since Axemabaro’s came up Random again, I have to again apply Random “to Axemabaro”. Still meaningless, but I take the same action of applying a random payout to each Winner; these were Numbness, False, Numbness.

Back to the original spin, I apply Random “to pokes”, which applies Power to Axemabaro, Shaft unfortunately to myself, and Laziness to Trigon.

I then apply Random “to Trigon”, which applies Tiptop to Axemabaro (Random doesn’t specify that the random Segment is chosen from the Wheel), ANOTHER SHAFT FOR ME, and another Random for Trigon! I resolved Trigon’s Random the way I resolved Axemabaro’s Random from the first Random; this was False, Manatee, False.

The global effect applied from the original Random was Tiptop, which does nothing since nobody had it in their wager.

The final tally of points won from all the Randoms applied was:
- Axemabaro: Numbness (+12), Power (+2 power), Tiptop (+1), False (+12)
- pokes: False (+12), False (+12), Manatee (+12)
- Trigon: Unearned (+12), Numbness (+12), Laziness (+12), False (+12)

Proposal: Index Flinger

Reached quorum 9 votes to 0. Enacted by Kevan.

Adminned at 05 Jun 2020 09:38:51 UTC

Replace “The Wheel consists of a number of Segments. Each Segment has an Index, a Name, a Payout, and a Global Effect.” with:-

The Wheel consists of an ordered list of the Segments which are on it. Each Segment has a Name, a Payout, and a Global Effect.

(The order of Segments on the Wheel shall be considered to be the same as their order according to their Indices, immediately prior to this proposal’s enactment.)

Remove the paragraph beginning “The Index of a Segment is a positive integer.” from the ruleset.

Replace “Roll a DICEN where N is the number of Segments on the Wheel.” with:-

Roll a DICEN where N is the number of Segments on the Wheel: the Segment in that position on the Wheel’s list becomes the Marker.

In the next two bullet points, replace “the Segment with Index corresponding to the die roll” with:-

the Marker

In the Global Effect of the Rising Segment, replace “the Segment on the wheel with index 1” with:-

the first Segment on the Wheel

If “Primed for Inclusion” enacted, reword the bullet point beginning “For each Primed Spare Segment, in alphabetical order” to:-

For each Primed Spare Segment, in alphabetical order according to the Segment’s Name, add it to end of the list of Segments on the Wheel.

Getting rid of Indexes: all we need them for is the Spin, which is “roll DICEX and look at the Xth row of the table”. It’s helpful to have a numbered column to spare the Spinner from having to count it down themselves, but it seems overkill to painstakingly define that number, to track it across Segments when they leave the Wheel, and to have an automagical effect floating around updating it.

Proposal: Primed For Inclusion

Quorum Reached. Passes 9-0—Clucky

Adminned at 04 Jun 2020 23:21:11 UTC

Add the following to “Spare Segments”

A Spare Segment may be Primed. By default it is Primed. Whether a Spare Segment is Primed or not is tracked on “The Wheel” wiki page.

Replace the Global Effect of the Segment “Rising” with

A random Spare Segment which is not Primed (if any exist) becomes Primed, and the Segment on the wheel with index 1 is moved to the Spare Segment list and is not Primed.

In “Wagers” above the “Set the Locked-in value of all Amnesiacs to False.” step add

* For each Primed Spare Segment, in alphabetical order according to the Segment’s Name, set its Index to be the smallest positive integer that is not already an Index of a Segment on the Wheel and then move it to the Wheel

If there is a Spare Segment with name “Tiptop”, set it to Primed

Fixing two birds with one stone here. First off, fix an issue with Rising around indexes that result in only some segments getting added/removed because the indexes of spared segments don’t change.


Also fix an issue where if a segment is added right before a spin, its hard to bet on it. Ideally now all segments added will be spare segments and be primed and so will only be added after the next spin giving players more time to respond.

Wednesday, June 03, 2020

Proposal: Default is all my own [Appendix]

Quorum Reached. Passes 7-0

Please note that “Amnesiacs” is not defined, so the last clause was not applied

Adminned at 04 Jun 2020 23:13:09 UTC

In the rule Numbers and Variables, change the bullet point that currently reads

If a game variable has no defined starting value, then that starting value is the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).

to read

If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).

Set the Power and Defenses (or Annoyingness and Focus, if Proposal: Ludonarrative consistency has passed) for all Amnesiacs to their default values.

Proposal: Ludonarrative consistency

Quorum Reached. Passes 11-0—Clucky

Adminned at 04 Jun 2020 23:10:12 UTC

Wherever they appear in the ruleset or gamestate, change the words Power and Defenses to Annoyingness and Focus, respectively.

Wherever they appear in the ruleset or gamestate, change Raid, Raider and Raidee to Distraction, Distractor and Distractee, respectively.

More in keeping with the surrwheelism of the dynasty.

Ditziness

Is there a ruleset reason why the Global Effect of Ditzy was skipped during today’s Spin?

[edit: Never mind, I see what happened now.]

Wednesday, June 03, 2020

Proposal: Double Trouble

Self Killed—Clucky

Adminned at 04 Jun 2020 23:06:09 UTC

Create a new segment with:

* Name: Double
* Payout: The Amnesiac who did the Spin, Spin the Wheel other 2 times. If Double rehappens, ignore it and Spin again.

Double the pleasure…

Proposal: 25661 even

8 against votes so cannot reach quorum.—Clucky

Adminned at 04 Jun 2020 23:05:28 UTC

Create a new segment with the following attributes:

  • Name: Even
  • ID: 198
  • Payout: Set points to 1 if P=1, P/2 if P is even, and 3P+1 otherwise, where P is the previous value of points.
  • Global Effect:

Based on the Collatz conjecture. I thought at first I would make it effect everyone, but that would be completely unmanageable.

Idle Me

I don’t have a good handle on what’s going on in this Dynasty or a lot of time to figure it out, and I feel like when I ask questions in commentary on Proposals I’m getting ignored (https://blognomic.com/archive/preordering#comments, https://blognomic.com/archive/no_strings_attached#comments), so I feel kind of excluded from the game.

Proposal: Too bad segments

Timed Out. Passes 8-0—Clucky

Adminned at 04 Jun 2020 23:02:59 UTC

Remove the Segments named “Numbness” and “Laziness” from the Wheel and from all Wagers.

Now that we have segments with effects, how about removing some do-nothing segments? These two were chosen as having the IMHO least evocative names amongst those that are (a) not named after sea creatures that Jumble likes, and (b) not derrick’s longtime pal.

Proposal: Gamblers Conspicuous [Core] [Special Case] [Appendix]

Timed Out. Passes 10-0—Clucky

Adminned at 04 Jun 2020 22:59:50 UTC

Throughout the ruleset and the Payouts and Global Effects of Segments, replace the term “Amnesiac” with “Gambler” and “Past Memory” with “Emperor”.

Reproposal of Gamblers Anonymous, but also applying to Segments.

Proposal: Risible power

Reached quorum 9 votes to 0 with 1 DEF. Enacted by Kevan.

Adminned at 04 Jun 2020 15:08:25 UTC

If there is a Segment named “Rising” and a rule named “Power”, set the Payout of Rising to be “Gain 1 power”.

Getting no point payout alongside the power makes the decision to add Rising or not more interesting.

Proposal: Corruption

Timed out 3 votes to 6 with 1 DEF. Failed by Kevan.

Adminned at 04 Jun 2020 15:06:03 UTC

Add to the Dynastic Rules:

Corruption: an Amnesiac that starts their proposal with the words “It’s an offer you can’t refuse”, the Corruptor, will subtract X points for every FOR vote to that proposal. Every Amnesiac that votes FOR to that proposal gains X points. The Corruption happens even if the proposal is self-killed, fails etc. It happens also if the proposal is invalid, with the exception of Bankrupt below.
X must be specified in the proposal and must be an integer greater than zero and not greater then the Wager size of the Corruptor. If X is unspecified or is invalid, it will be the greatest number possible, according to the Ruleset.
An Amnesiac can’t be a Corruptor if (P - N*X) is less than -10, where P is the number of points of the aspirant Corruptor and N is the number of the active Amnesiacs at the moment of the proposal publication. This case is called Bankrupt. Any point changes applied must be invalidated, and the proposal is invalid.

Oil the Wheel.

Proposal: Whiteboard Eraser

Timed out 6 votes to 4. Enacted by Kevan.

Adminned at 04 Jun 2020 11:36:22 UTC

Change the Global Effect of the Unearned Segment from “Replace each player’s Points with 2*sqrt(|their current Points|) rounded to the nearest integer and multiplied by -1 if their current Points is negative.” with:-

Halve all Players’ Points (rounding towards zero).

Replacing this elaborate equation with a simpler catchup mechanic where we can all instantly see the effect it would have, and decide how to behave around it. (That the current equation bumps a player on -1 down to -2, and on -2 to -3, seems like an unfriendly surprise.)

The more complicated and time-consuming we make Spinning the Wheel - and this Segment instantly says “if you aren’t 100% sure what two vertical lines around some words means, do not Spin the Wheel” - the longer we’ll have to wait for it to be spun each time.

Proposal: 62366 tiptop

Timed out. Passes 6-4—Clucky

Adminned at 04 Jun 2020 06:33:57 UTC

Create a new segment with the following values:

  • ID: 14
  • Name: Tiptop
  • Payout: Gain 1 Point
  • Global Effect: Determine the amnesiac with the most points who does not have this segment in their wager, choosing randomly between said amnesiacs if there is a tie. Remove N of their points, where N is the amount of amnesiacs that have this segment in their wager.

Eat the rich.

Tuesday, June 02, 2020

Proposal: Spare Segments

Timed Out. Passes 6-2—Clucky

Adminned at 04 Jun 2020 06:28:17 UTC

Create a new Dynastic Rule called “Spare Segments”:

Spare Segments are segments that are not on the wheel.  The list of Spare Segments is tracked on “The Wheel” wikipage.

Change

If a Segment has Index N where N is greater than 1, and there is no Segment with Index N-1, the Index of that Segment becomes N-1. If two Segments have the same Index, the Index of the Segment whose Name is Alphabetically later is Increased by 1.

to

If a Segment on the wheel has Index N where N is greater than 1, and there is no Segment with Index N-1, the Index of that Segment becomes N-1. If two Segments on the wheel have the same Index, the Index of the Segment whose Name is Alphabetically later is Increased by 1.

Create a new segment on the wheel with:
* Index: 13
* Name: Rising
* Payout: Set your Points to the first multiple of 10 that is higher than your current Points, then gain 1 power.
* Global Effect: A random Spare Segment (if any exist) is moved to the wheel, and the Segment on the wheel with index 1 is moved to the Spare Segment list.
If “Yoink!” failed, remove “, then gain 1 power.” from the segment named Rising.

One step away from total annihilation, the Spare Segment is a Segment that currently isn’t being used right now..

Side note: Pretty sure I’m not being formal enough, please suggest changes

Proposal: No No Limits

Reached quorum 10 votes to 0. Enacted by Kevan.

Adminned at 03 Jun 2020 11:38:34 UTC

In “The Wheel” replace “Each Amnesiac has a Wager, which is an unordered list of Segments, and defaults to none.” with “Each Amnesiac has a Wager, which is an unordered list of Segments of no more than five segments, and defaults to empty.” and replace “to every Amnesiac with that Segment in their Wager.”  with “to every Amnesiac for each time that Segment appears in their Wager.”

Taking Marco’s ideas from “Lucky Number” and letting you get something out of repeat bets, but also limit the number of bets you can make which will force people to be more strategic about their bets instead of just betting on everything that has an expected positive payoff

Proposal: 33425 happening

Fewer than a quorum not voting AGAINST. Failed 4-7 by Kevan.

Adminned at 03 Jun 2020 10:14:59 UTC

Create a new segment with:

* Index: 13
* Name: Happening
* Payout: Gain X Points, where X is ceil[(Number of Amnesiacs who have the segment which appears in the largest number of wagers in their wager)/(Number of Amnesiacs who have Happening in their wager)]
* Global Effect: Roll DICE3. If it is a 1, remove the segment(s) which appears in the largest number of wagers from all wagers. Then, remove the segment(s) from the game. Otherwise, do nothing.

Proposal: Yoink!

Reached quorum 7 votes to 2 with 1 unresolved DEF. Enacted by Kevan.

Adminned at 03 Jun 2020 10:13:16 UTC

Add a new dynastic rule called “Power” and give it the following text

Each Amnesiac has a non-negative integer amount of Power, tracked in a column called “Power” on “The Wheel” wiki page. Power defaults to 2.

Each Amnesiac has a positive integer amount of Defenses, tracked in a column called “Defenses” on “The Wheel” wiki page. Defenses defaults to 1.

An Amnesiac may spend 1 or more power to attempt a Raid. To do so, they (the Raider) select another Amnesiac who has at least three points (the Raidee) and roll a DICE(P+D) where P is the amount of power the Raider spent and D is the defenses of the Raidee. If the result of the die roll is less than or equal to P, the raid succeeds and three points are transferred from the Raidee to the Raider.

If an Amnesiac’s Defenses are D, they may spend 2*D power to increase their Defenses by 1.

Add a segment to the Wheel called “Power” with Payout “Gain 2 Power”

We need more than just points. This also helps with some catchup mechanics.

Idle me

As a consequence of the previous Wheel spin (which gave me a 50% chance to catch up with the leaders, thus was worth trying), I’m now too far behind to have much of a chance in this dynasty, and don’t find it much fun to play when I don’t have a serious chance of winning.

BlogNomic takes up quite a bit of my time when I’m seriously playing it, and given the current gamestate, I’d therefore rather allocate my time to other things.

Please idle me.

Proposal: 63556 Unearned

Reached quorum 8 votes to 3. Enacted by Kevan.

Adminned at 02 Jun 2020 10:11:45 UTC

Create a new segment with:

* Index: 12
* Name: Unearned
* Payout: Pays Segments
* Global Effect: Replace each player’s Points with 2*sqrt(|their current Points|) rounded to the nearest integer and multiplied by -1 if their current Points is negative.

This should lessen and prevent any runaway in Points.

Proposal: 24653 electable

Fewer than a quorum not voting against. Failed 1-7 by Kevan.

Adminned at 02 Jun 2020 09:53:36 UTC

Create a new segment with:

* Index: 11
* Name: Electable
* Payout: For each Winner, create a new Segment with the same Payout and Global Effect as the first Segment listed in their Wager
* Global Effect: Create a new Segment with the same Payout and Global Effect as the Segment that appears in the most Wagers (If there is a tie, the Segment with the higher Index is the one to be replicated.)

This should add some randomness to the creation of segments.

Proposal: 46366 random

Reached quorum 9 votes to 2. Enacted by Kevan.

Adminned at 02 Jun 2020 09:50:52 UTC

Create a new segment with:

  • Index: 10
  • Name: Random
  • Payout: For each Winner, select another Segment at random and apply its Payout to them.
  • Global Effect: Select another Segment at random and apply its Global Effect.

In “Wagers”, after “Apply the Payout of the Segment with Index corresponding to the die roll, to every Amnesiac with that Segment in their Wager.” add:-

(Such Amnesiacs are known as the Payout’s Winners.)

Proposal: 53632 shaft

Reached quorum 9 votes to 1. Enacted by Kevan.

Adminned at 02 Jun 2020 09:48:42 UTC

Create a new segment with Index 9, Name “Shaft”, no Global Effect, and no Payout.

Proposal: Upturning

Self Killed—Clucky

Adminned at 02 Jun 2020 03:33:12 UTC

Set the Global Effect of the Segment named Upturned to be:

Multiply all Amnesiacs’ Points by -1.

I don’t think this is as disruptive as it might seem: we’ve kept the expected value of all the segments close to zero, and the proposed Meteors don’t care about sign.

Proposal: 26421 false

Reaches quorum and is popular—Clucky

Adminned at 02 Jun 2020 03:32:23 UTC

Create a new Segment with the following properties:

Name: False
Index: 8
Payout: Pays Segments
Global Effect: Choose a random Segment.  The Payout of this Segment becomes the same as the Payout of the chosen segment.

Okay, I actually rolled 5d6 for this one and then thought “hmm, how do I turn this into a mechanic?”

Proposal: Do or do not, there is no try

With 7 against votes, this cannot reach a quorum of for votes without anyone changing their vote—Clucky

Adminned at 02 Jun 2020 03:29:56 UTC

Add a new rule to the ruleset, entitled Meteor Summoning:

All Amnesiacs have a variable called Meteorstruck, which is a non-negative integer tracked on the Wheel page of the wiki and defaults to zero.

As a daily communal action, any Amnesiac whose Points is either greater than 7 or less than -7 may summon a meteor, by carrying out the following atomic action:
*Set their own Points to zero;
*Set the Points of all other Amnesiacs to zero;
*Add 1 to the Meteorstruck of any Amnesiac who lost or gained 3 Points or more as a result of the second step in this Action;
*For each Segment of the Wheel, roll DICE4. Remove any segment whose result was a 1 from the wheel.

Proposal: Lucky number

Self Killed—Clucky

Adminned at 02 Jun 2020 03:28:43 UTC

In “The Wheel”, after “The Size of a Wager is the number of Segments in the list.”, add

It can’t be greater of the number of Segments in the list.

After “Apply the Payout of the Segment with Index corresponding to the die roll, to every Amnesiac with that Segment in their Wager.”, add:

If the Segment is listed X times in the Wager, apply the Payout X times.

I bet everything on Red.

Monday, June 01, 2020

Proposal: 51543 reset

Self Killed—Clucky

Adminned at 02 Jun 2020 03:28:08 UTC

Create a new Segment with the following properties:

Name: Reset
Index: 8
Payout: Points become 0.
Global Effect:

I didn’t actually roll 5d6 for this.  Sorry.  (Side note: Maybe we should create a table for these effects.)

Proposal: Semplification

Self Killed—Clucky

Adminned at 02 Jun 2020 03:27:14 UTC

Substitute in “The Wheel” the part:

The Index of a Segment is a positive integer. If a Segment has Index N where N is greater than 1, and there is no Segment with Index N-1, the Index of that Segment becomes N-1. If two Segments have the same Index, the Index of the Segment whose Name is Alphabetically later is Increased by 1.

with:

The Segments is an Ordered List: the first Segment has Index 1, the second Segment has Index 2, and so on.
New Segments can be added to the Wheel. If the number of old Segments was N, the first new Segment must have Index N+1, the second new Segment Index N+2, and so on. The Amnesiac that proposed the new Segments decide the order of insertion.
Furthermore, old Segments can be removed. After the removal, the Indexes must be updated, so the Segments returns to be an Ordered List. The removed Segments are deleted from all the Wagers.

I think it’s more simple and covers all the cases (adding and removing Segments).
PS: I deleted the previous post since I forgot the category Proposal.

PPS: added Wagers update on Segment removal.

Proposal: Preordering

Self Killed—Clucky

Adminned at 02 Jun 2020 03:26:20 UTC

If the text “Each Amnesiac has a Wager, which is a list of the names of zero or more Segments, defaulting to none.” exists in the ruleset, replace it with:-

Each Amnesiac has a Wager, which is a list of the names of zero or more Segments and up to two other strings of max length 26 characters each, defaulting to none. If such a string is the Name of a Segment, it is the corresponding Segment.

If the text “Each Amnesiac has a Wager, which is an unordered list of Segments, and defaults to none.” exists in the ruleset, replace it with:-

Each Amnesiac has a Wager, which is an unordered list of Segments and up to two other strings of max length 26 characters each, and defaults to none. If such a string is the Name of a Segment, it is the corresponding Segment.

Proposal: Fixing yet another orphan variable [Core]

Reaches 8 against votes so is unpopular—Clucky

Adminned at 02 Jun 2020 03:25:19 UTC

Append the following paragraph to the rule “Dynasties”:

Currently, there is no Past Memory.

In the rule “Victory and Ascension”, change the paragraph

When a DoV is Enacted, all other pending DoVs are Failed, and a new Dynasty begins in which the Amnesiac who made the DoV becomes the Past Memory.

to

When a DoV is Enacted, all other pending DoVs are Failed, and a new Dynasty begins in which the Amnesiac who made the DoV becomes the Past Memory. The enacting Admin edits the rule “Dynasties” to update its specification of the current Past Memory.

In the rule “Victory and Ascension”, change the paragraph

Before an Ascension Address has been posted for a new Dynasty, the Past Memory may pass the role of Past Memory to another Amnesiac by making a post to that effect.

to

Before an Ascension Address has been posted for a new Dynasty, the Past Memory may pass the role of Past Memory to another Amnesiac by making a Story Post to that effect, and must edit the rule “Dynasties” to update its specification of the current Past Memory upon doing so.

 

A Metadynasty is clearly the best time to fix this bug!

Technically, Core variables such as the identity of the Emperor are allowed to be orphan variables (as the Orphan Variables rule states that only dynastic variables are unusable if untracked), but orphan variables are currently considered undesirable (and there’s some doubt about who the Emperor is at the moment; the proposal that started the metadynasty may not have cleared the variable in question). Additionally, “dynastic gamestate variable” isn’t defined, and the identity of the Past Memory is arguably dynastic because it changes every dynasty. So institute a method of tracking it. The ruleset seems like a good place; we often track variables there as it is, and the “dynastic gamestate wiki page”, the other common place, seems inappropriate.

This also requires mantle-passing posts to be Story Posts, in the same manner as most other non-proposal gamestate-changing posts, in order to remove ambiguity about which posts are meant to have a gamestate effect and which posts aren’t.

Proposal: Segmentation Fault

Self-killed. Failed by Kevan.

Adminned at 01 Jun 2020 20:30:55 UTC

If the text “Each Amnesiac has a Wager, which is an unordered list of Segments, and defaults to none.” exists in the ruleset, replace it with:-

Each Amnesiac has a Wager, which is a list of the names of zero or more Segments, defaulting to none.

There’s possibly still some blurriness on what happens to a Wager phrased as “all Segments” or “all Segments except X” when a new Segment gets added to the ruleset.

Proposal: No Strings Attached

Quorum reached. Passes 8 - 0 due to ais being idle.—Clucky

Adminned at 01 Jun 2020 18:33:46 UTC

Add the following to “The Wheel” above the subrule “Points”

When a new Segment is created and does not specify a particular value for that segment, use the following default values for the unspecified values:

*Index: The smallest positive integer that is not already an Index
*Name: Roll five DICE6, concatenate the results into a five digit number, find the corresponding entry on this list pick word in that entry (with its first letter capitalized). Repeat this process until it generates a Name that is not already the Name of another Segment
*Payout:
*Global Effect:

Had this in another proposal that got shot down, but feel like this is still a useful part to have

Proposal: Jackpot!

7 against votes. Cannot become popular unless someone changes their vote.—Clucky

Adminned at 01 Jun 2020 18:30:52 UTC

At the end of the rule “Wagers”, add the following paragraph:

If the Payout of a Segment is that it “Repeats Payout”, this means that an Amnesiac it is applied to gains a number of points equal to the number of points they gained from Payouts on the previous Wheel spin.

Create a new Segment with the following properties:

  • Name: Occupant
  • Index: 7
  • Payout: Repeats Payout
  • Global Effect: Each Amnesiac gains a number of Points equal to the number of Points they gained from Global Effects on the previous Wheel spin.

A somewhat higher-variance Segment that uses the previous Spin to determine its effects.

The name was randomly determined, but does seem to fit somewhat.

Sunday, May 31, 2020

Proposal: The Karma Wheel

Unpopular, 1-8. Josh

Adminned at 01 Jun 2020 07:59:49 UTC

The Section “The Wheel” in the Dynastc Rules is replaced with the following text:

The Karma Wheel

[[The Karma Wheel]] consists of a number of segments, or Vasanas. Each Vasana has an Index, a Name, a Phala (an individual effect), and a Samskara (a global effect).

The first Vasana has Index 1, the second Vasana has Index 2, and so on. New Vasanas can be added to the Karma Wheel. The first new Vasana must have Index starting from the greatest Index already in the Karma Wheel plus one, and so on. The new Vasana names must be unique and different from already existing Vasana names.

Points
Each Amnesiac has two point numbers: Karma points and Maya points, tracked on [[The Karma Wheel]] wiki page. They both defaults to 0. Karma points can be negative. If an Amnesiac has 7+ Karma points, they reached Nirvana.

Predictions

Each Amnesiac has Predictions, which is a set of Vasanas. By default, an Amnesiac has no Vasana in their Predictions. The Predictions of each Amnesiac are tracked on [[The Karma Wheel]] wiki page.

Caste

The Caste is an ordered list of the Amnesiacs in the [[The Karma Wheel]] wiki page. The default ordering is completely random, and it’s generated this way:
0. take a temporary list of all the current Amnesiacs. Name this list Pariahs
1. roll a DICEN, when N is the number of Pariahs
2. add to the Caste the Amnesiac number X in the Pariah list, where X is the result of the dice roll
3. remove the same Amnesiac from the Pariahs
4. repeat from point 1 until there’s no more Pariahs.

Karma Wheel Actions

As a Daily Communal Action, an Amnesiac may, in any order:
- add or remove one Vasana to their Predictions
- Spin The Wheel: they will perform the following atomic actions:
  1. From each Amnesiac, deduct a number of Maya points equal to the number of Vasanas in their Predictions.
  2. Roll a DICEN where N is the number of Vasanas in the Karma Wheel
  3. Apply the Phala of the Vasana with Index corresponding to the die roll to the Amnesiac and to every other Amnesiac with that Vasana in their Predictions. If in the Phala is written “Pays Vasanas”, this means that the Amnesiac will gain a number of Maya points equal to the number of Vasanas in the Karma Wheel, and lose 1 Karma point
  4. Apply the Samskara of the Vasana with Index corresponding to the die roll.
 
  Amnesiacs that has reached Nirvana can decide to ignore any atomic action of the Spin that will reduce their Karma points. In their absence, this is the default.
- Gain 1 Karma Point. The Maya points of the Amnesiac is diminished by their number of Predictions (minimum 1), while all the other Amnesiacs gain an equal amount of Maya points
- Caste Climb: The Amnesiac change their order in the Caste. Following the current Caste order, the first Amnesiac that Climbed the Caste become the first Amnesiac in the Caste, and so on. Karma points of the Amnesiac is diminished by 1.

The order of the Amnesiac actions are resolved following their order in the Caste.
Any Amnesiac that has not reached Nirvana must at least Spin The Wheel one a day. If the Amnesiac has reached Nirvana and does not state otherwise, they do not Spin the Wheel. Otherwise, if the Amnesiac has not reached Nirvana and does not state otherwise, they Spin the Wheel; in their absence, the Spin is done by an Admin

The wiki page “The Wheel” is renamed to “The Karma Wheel”.
In the wiki page “The Karma Wheel”:

1. “Wheel segments” table is renamed to “Vasanas”
2. The “Vasanas” table is replaced with:


Index   Name            Phala                   Samskara
1       Numbness        Pays Vasanas   
2       Rimless         Pays Vasanas   
3       Upturned        Pays Vasanas   
4       Laziness        Pays Vasanas   
5       Manatee         Pays Vasanas   
6       Ditzy           Gain 3 Maya             Each other Amnesiac 
                        points                  gains number of 
                                                Maya points equal 
                                                to the number of their 
                                                Predictions.
7       Karma Police    If the Karma points 
                        are negative, the 
                        Amnesiac subtract 
                        the module of this 
                        number to their 
                        Maya points. 
                        If the Amnesiac did 
                        not the Spin, they 
                        Pays Vasanas
8       Samskara        If the Amnesiac has     If the Amnesiac has 
                        done the Spin and 
                        has not reached Nirvana:    reached Nirvana, all 
                        1. all the Vasanas in   the other Amnesiac 
                        the Predictions of      gains a number of Maya 
                        the Amnesiac are        points equal to the number 
                        removed                 of their Predictions 
                        2. their Maya points    (minimum 1).
                        are diminished by 1
                        3. the Karma points
                        are subtracted to the 
                        position number of 
                        the Amnesiac in the 
                        Caste.
                        If the Amnesiac has
                        done the spin and has
                        reached Nirvana, it
                        gains 1 Karma point.
                        If the Amnesiac did not 
                        the Spin, Pays Vasanas.

3. In the “Amnesiacs” table:
    a. “Points” column is renamed to “Maya points”
    b. a “Karma points” column is added
    c. all the “Karma points” column is filled by zeros
    d. “Wager” column is renamed to “Predictions”
4. a new “Caste” section is added, with the list of Amnesiacs generated accordingly to the new rule.

I know, this is an ambitious “refactoring”....
The idea was inspired by the game itself. The Dynasties, the Amnesiacs, remembers me a lot the Samsara, the infinite loop of deaths and reincarnations. So, the Karma Wheel.
Theme apart, the idea is to add another scoring system, the Karma points. Notice that Karma points can be negative!
To resolve the problem of first player, I introduced the concept of Caste, or player’s order. This is common in many German board games.
Notice that now Predictions (Wager) can be only changed by one unit; the effect of the Spin is applied also to the Amnesiac that did the spin (or Vasanas 7 and 8 will never be applied!) and any Amnesiac that have not reached the Nirvana state MUST Spin the Wheel.