Thursday, April 01, 2010

Proposal: Throw stuff

Fails at 2-7. -Purplebeard

Adminned at 02 Apr 2010 10:16:53 UTC

Add a new rule to the ruleset, entitled “Riot!”:

The Anarchist with the highest RIOT score on June 1st 2010 has achieved victory. If multiple Anarchists are tied for the highest RIOT score then they have all achieved victory. If no-one has declared victory by 12 noon on June 1st 2010, then all Anarchists have achieved victory.

Add a new rule to the ruleset, entitled “Anarchy!”:

All Anarchists have a RIOT score, which is tracked in the GNDT and must be a positive integer and defaults to the mean average of all existing Anarchists.

Whenever a proposal passes, all Anarchists who voted against it may increase their RIOT by 1. Whenever a proposal, that has not been vetoed or self-killed, fails, all Anarchists who voted for it may increase their RIOT by 1.

As a weekly action, a Anarchist may increase the RIOT of another Anarchist by up to 2.

Set the RIOT of all Anarchists to zero.




01-04-2010 11:54:52 UTC

against I don’t like the idea of encouraging players to vote against good proposals and hold up the queue.


01-04-2010 12:40:17 UTC

Needs fixing, but I like the idea of a Rule based Dynasty.

For example: If you propose a good (and passing) Proposal, some Anarchists have an advantage, but you do not have. Why should you propose a good one then?

On the other hand, if you propose a bad (and failing) Proposal, some Anarchists have an advantage and you have definitely an advantage.

So proposing bad Proposals is better than proposing good ones? Or the good ones fail and the bad ones pass… Not really nice.

So against, but would be “for”, if you can manage to fix that.


01-04-2010 12:49:26 UTC



01-04-2010 13:40:47 UTC

against  per Purplebeard. Also, I don’t like fixed end dates to dynasties.


01-04-2010 13:50:19 UTC

The mean average of a bunch of positive integers is not likely to be another positive integer.  Put the rounding scheme into the Rule (e.g. always round up; always round down; round to the nearest, with half-integers rounding toward the nearest odd on weekdays and to the nearest even on weekends, etc.)

And don’t initialize a positive-integer-valued variable to zero.


01-04-2010 14:40:04 UTC

Hix: the glossary includes a default rounding method (round towards 0).

redtara: they/them

01-04-2010 14:43:07 UTC



01-04-2010 16:51:19 UTC



02-04-2010 00:46:46 UTC

@Purplebeard: Ruleset: “If a rule implies that the result of a division should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the division is instead the result rounded towards 0.”

I do not know whether an average fits in this. Of course, if you calculate an average, you DIVIDE the sum of items by the number of items, but there may be other ways to do that…

Darknight: he/him

02-04-2010 03:47:51 UTC



02-04-2010 12:33:05 UTC



02-04-2010 17:12:49 UTC