Tuesday, June 03, 2025

Proposal: Clocks

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 04 Jun 2025 09:47:09 UTC

Add a new dynastic rule, called Timed Actions:

A Timed Action is a type of action which is initiated by a City or Capital and which completes or resolves at a set, specified time without any further intervention from the performing City. For the purposes of determining the ordering or legality of game actions, the initiation and completion of a Timed Action are distinct events. Timed Actions do not count as dynastic actions for the purposes of the prohibition on carrying out multiple game actions in the rule Time.

When a Timed Action is defined in the ruleset it must have a method by which its resolution time is set at the time at which it is initiated, and how it can be automatically resolved at the time of its completion. A Timed Action may not require a decision or choice be made at the time of its resolution.

As a daily action, the Capital should post a Harbourmasters Report, which is a story post that lists all Timed Actions that are due to resolve during that day.

Add the following as a final bullet point to the list in the rule Boats:

* An Arrival Time, which can be blank (if the Boat’s Location is a City) or a specific date and time (if the Boat is In Transit). Must be set as per the rule Routes when initiating a joining City.

If there is a rule called Boats, add the following as a subrule to it, called Routes:

Setting Sail is a Timed Action that requires a specific Boat as its subject. Whenever a City owns a Boat whose Location is a City, they may Set Sail with that Boat as its subject.

When a Boat is Set Sail by a City, its Location is set to In Transit, with the City it just left as its Origin and the City of the performer’s choosing as its Destination; and its Arrival Time is set to a publicly randomly selected minute between two and five days after the time at which that Timed Action was initiated (such as through the use of DICE4320 + 2880 in the roller).

Comments

ais523:

03-06-2025 10:11:13 UTC

arrow This doesn’t work due to “Let’s just assume the dice are fair” failing – the dice roll is not possible to legally make.

Josh: Capital he/they

03-06-2025 10:14:25 UTC

Don’t think I agree with that premise - but it would seem to be a matter for a separate proposal rather than something that can be fixed within the scope of this one.

Kevan: he/him

03-06-2025 11:59:37 UTC

for

DoomedIdeas: he/him

03-06-2025 12:53:07 UTC

for

ais523:

03-06-2025 12:55:43 UTC

@Josh: You used that premise to cancel out what would otherwise have been a valid win in Josh XXIV, and the relevant parts of the ruleset haven’t changed since.

I agree that pass-and-fix is probably possible here, but I wanted to flag up the issue before people try to take actions based on it.

ais523:

03-06-2025 13:07:39 UTC

for with the understanding that this won’t work until the core rules are fixed.

JonathanDark: he/him

03-06-2025 13:10:17 UTC

for

Josh: Capital he/they

03-06-2025 13:22:34 UTC

@ais Not true; you were trying to scam a win on the basis that the term “heuristic” was inappropriate for the context it was used, I considered that even trace inaccuracies in the roller made the term ‘heuristic’ appropriate. Sad to say that scams have a higher bar than conventional play; if you’re going to play games with words then you have to accept that word games will be played in response.

ais523:

03-06-2025 15:32:38 UTC

@Josh: I’m pretty sure the conclusion reached in that thread (maybe not by you, but by the playerbase in general) was that no attempt to perform the victory roll (even in a conventional way) would have succeeded, and that this was a consequence of the dice roller inaccuracies. If the dice roller had been correct, a) the action would have been properly performable and b) your argument that a dice roll is a “heuristic” would have failed – so the win would have been valid.

I don’t believe in the premise that buggy rules function correctly in regular gameplay, but don’t function in the presence of scams – they’re buggy regardless, and actions which would rely on the rule being correct fail regardless of whether or not anyone is actively trying to scam it. (The primary difference is that players are more likely to vote through an uphold CFJ in the case where nobody was attempting a scam. That doesn’t mean that you can just ignore the bugs, though.)

Josh: Capital he/they

03-06-2025 15:57:19 UTC

@ais “I don’t believe in the premise that buggy rules function correctly in regular gameplay, but don’t function in the presence of scams” - this may be a fundamental philosophical disagreement, then, as I find that scams - particularly a scam what requires three dictionary definitions to support it, as your heuristic attempt did - are often attempts to will meaning into existence in the face of plain English readings, and onky succeed when they are sufficiently persuasive to stick. A mistake that a lot of people seem to make with nomic is believing that language has fixed meanings, or can be pinned down as if it were computer code, rather than being something that is argued over and whose meaning is wholly mutable; in short, there’s no such thing as ‘buggy rules’, only movable interpretations. For me, the issue with ‘heuristic’ was that the interpretation being asserted by the same didn’t deliver the outcome it needed to in order for the scam to work, but for conventional play it more than suffices.

Josh: Capital he/they

03-06-2025 16:02:37 UTC

(Apologies for typos; my body is currently performing the function of wrestling ring for two hyped-up cats.)

Clucky: he/him

03-06-2025 17:14:41 UTC

So if I’m reading this right, the actual distance between two cities doesn’t matter? Its just always randomly between 2 and 5 days?

Doesn’t make too much sense to me. That also introduces a ton of variance.

arrow

Josh: Capital he/they

03-06-2025 18:10:55 UTC

@Clucky It’s the second proposal of the dynasty; I’m not aiming for perfect, I’m aiming for iteratable.