On Dec 17, 2007 7:42 PM, Ian Kelly <[EMAIL PROTECTED]> wrote:
> On Dec 17, 2007 3:54 PM, Roger Hicks <[EMAIL PROTECTED]> wrote:
> > A Chamber is an instrument with a positive power. When a player
> > submits a proposal they must designate which Chambers they are
> > submitting that proposal to (the
On Dec 17, 2007 3:54 PM, Roger Hicks <[EMAIL PROTECTED]> wrote:
> A Chamber is an instrument with a positive power. When a player
> submits a proposal they must designate which Chambers they are
> submitting that proposal to (they may specify any or all). Each
> Chamber (through its own internal me
On Dec 17, 2007 3:54 PM, Roger Hicks <[EMAIL PROTECTED]> wrote:
> A Chamber is an instrument with a positive power. When a player
> submits a proposal they must designate which Chambers they are
> submitting that proposal to (they may specify any or all). Each
> Chamber (through its own internal me
Something I have been mulling over for a while. As this represents
such a significant change to the game, I haven't bothered to write it
up yet. However Goethe's recent proto brought it back to mind:
A Chamber is an instrument with a positive power. When a player
submits a proposal they must desig
On Mon, 17 Dec 2007, Taral wrote:
> On 12/17/07, Ian Kelly <[EMAIL PROTECTED]> wrote:
>> It also removes the rationale of win by voting power, since a player
>> can at most exert full control over only a single party. Which I
>> think is a good thing.
>
> Partnerships get around this.
I'm thinki
On 12/17/07, Ian Kelly <[EMAIL PROTECTED]> wrote:
> It also removes the rationale of win by voting power, since a player
> can at most exert full control over only a single party. Which I
> think is a good thing.
Partnerships get around this.
--
Taral <[EMAIL PROTECTED]>
"Please let me know if
*snicker*
--
Eris <[EMAIL PROTECTED]>
"Please let me know if there's any further trouble I can give you."
-- Unknown
On Dec 17, 2007 3:09 PM, Taral <[EMAIL PROTECTED]> wrote:
> That's mad. I thought it was "If there are 7 or more colors defined,
> spending 7 colors wins the game"?
That was one of the suggested alternatives.
-root
On 12/16/07, Ed Murphy <[EMAIL PROTECTED]> wrote:
> Welcome to Eris's 17-digit monstrosities.
I really don't know why I get blamed for this idea. It was only
incidentally mine... :D
--
Eris <[EMAIL PROTECTED]>
"Please let me know if there's any further trouble I can give you."
-- Unknown
On 12/17/07, Ian Kelly <[EMAIL PROTECTED]> wrote:
> On Dec 16, 2007 11:08 AM, Taral <[EMAIL PROTECTED]> wrote:
> > (Spending 7 colors to zero someone's VLOP? Well, you could win the
> > game instead.)
>
> Not quite. There are currently 12 defined VC colors, and the win
> costs 1 of each.
That's m
root wrote:
The downside is that it would make win by voting
power more complicated, not less.
Proto-generalization:
Upon a correct announcement that a player has Excessive Clout,
that player wins the game.
A player has Excessive Clout if and only if a proposal with
Goethe wrote:
I have the following in mind, before I go further, reactions? Enough
interest?
Proto-proto: Parliament
Worth a shot.
On Dec 17, 2007 11:45 AM, Kerim Aydin <[EMAIL PROTECTED]> wrote:
> Each player has a IVPOP (Internal Voting Power on OPs). Players
> vote FOR or AGAINST proposals in the public forum, as currently.
> If the majority of IVPOPs in a party are FOR a proposal, that party
> vote
I've always been interested in hierarchical voting structures, but we've
only sometimes had good ones going here. Past ones were "sort of" parties
by giving extra votes to voluntary associations (Groups, Partnerships).
But those weren't truly hierarchical as long as individual voting powers
were
On Mon, 17 Dec 2007, comex wrote:
> In June, because the database was down and I was hesitant to set up my
> own-- I had only joined the game in April. I was also assigning CFJs in
> batches instead of assigning them as soon as possible, because that is
> what former CotC Goethe had done.
Sorry
On Dec 17, 2007 5:38 AM, comex <[EMAIL PROTECTED]> wrote:
> Uh oh... I can't say I'll be able to fix my program before then. Well, I
> might. We'll see.
Send it in anyway. Maybe you'll get lucky, and I'll change my mind
about the endianness issue.
-root
On Sunday 16 December 2007, Ed Murphy wrote:
> This depends on the ability of the would-be new holder to do a
> good job. Why did things start falling behind back around June?
In June, because the database was down and I was hesitant to set up my
own-- I had only joined the game in April. I was
I still have very little clue how to work with this. I might be able to
throw something together during computer class, but otherwise, I probably
won't be sending anything in.
On Dec 17, 2007 7:38 AM, comex <[EMAIL PROTECTED]> wrote:
> On Monday 17 December 2007, Ian Kelly wrote:
> > I remind the
On Monday 17 December 2007, Ian Kelly wrote:
> I remind the contestants of Brainfuck Golf that there are only 10
> hours left to enter programs for this task. If you've got one, send
> it in!
Uh oh... I can't say I'll be able to fix my program before then. Well, I
might. We'll see.
signa
On Dec 10, 2007 11:21 AM, Ian Kelly <[EMAIL PROTECTED]> wrote:
> I don't think there's any need to wait on contestification or my
> intended amendment to go through, so let's get started.
>
> We'll begin relatively simple: the first task for Brainfuck Golf is
> to print out all the prime numbers (
On Dec 16, 2007 11:12 AM, comex <[EMAIL PROTECTED]> wrote:
> Unfortunately, it doesn't really break anything. Everything useful falls
> under R2125 (c), and game custom dictates that things that MAY be done CAN
> be done-- since the rules fail to supply a default.
What game custom is that? We ha
On Dec 16, 2007 11:08 AM, Taral <[EMAIL PROTECTED]> wrote:
> (Spending 7 colors to zero someone's VLOP? Well, you could win the
> game instead.)
Not quite. There are currently 12 defined VC colors, and the win
costs 1 of each.
-root
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