Re: BUS: Re: DIS: Proto: Timeline Control Ordnance

2019-06-23 Thread Aris Merchant
On Sun, Jun 23, 2019 at 2:46 PM ais...@alumni.bham.ac.uk wrote: > > On Sun, 2019-06-23 at 15:26 -0400, Jason Cobb wrote: > > Can an AI 3.0 proposal create a power 3.1 Rule? > > Yes. However, players sometimes consider voting against proposals with > AI less than the maximium Power they modify on p

Re: BUS: Re: DIS: Proto: Timeline Control Ordnance

2019-06-23 Thread ais...@alumni.bham.ac.uk
On Sun, 2019-06-23 at 15:26 -0400, Jason Cobb wrote: > Can an AI 3.0 proposal create a power 3.1 Rule? Yes. However, players sometimes consider voting against proposals with AI less than the maximium Power they modify on principle, so setting the AI equal to the highest Power among modified instru

Re: BUS: Re: DIS: Proto: Timeline Control Ordnance

2019-06-23 Thread Aris Merchant
True, but other rules state that proposals can generally change rules and the gamestate in general. This rule only imposes an additional limitation. If we repealed this rule, any proposal at any power would be able to change any rule at any power, meaning that power would no longer control mutabili

Re: BUS: Re: DIS: Proto: Timeline Control Ordnance

2019-06-23 Thread Jason Cobb
Does that Rule necessarily imply that an Instrument with power equal to or above 3.0 CAN cause those changes? If no entity could perform those changes, that Rule would still be accurate. Jason Cobb On 6/23/19 3:30 PM, Aris Merchant wrote: Yes. AI 3.0 proposals are functionally omnipotent. The

Re: BUS: Re: DIS: Proto: Timeline Control Ordnance

2019-06-23 Thread Aris Merchant
Yes. AI 3.0 proposals are functionally omnipotent. The reason lies in Rule 2140, "Power Controls Mutability", which says: "No entity with power below the power of this rule can 1. cause an entity to have power greater than its own. 2. adjust the power of an instrument with power gre

Re: DIS: Proto: Timeline Control Ordnance

2019-06-21 Thread Aris Merchant
Thanks for the comments! Responses inline. > > On the objective timeline, the consequences of an action or event > Consistent capitalization please :) Fixed, by switching to caps everywhere. > > > and cannot be retroactively modified > > CANNOT? I know you later state that changing it is IMPOSSIB

Re: DIS: Proto: Timeline Control Ordnance

2019-06-21 Thread Aris Merchant
Thank you for all the comments! My responses are inline. > Overall: Seems quite well designed. Personally I'd prefer to just ban > retroactive modifications, but this proposal would do a good job of > codifying the existing precedent. Thank you! Banning retroactivity might be more elegant, in a

Re: DIS: Proto: Timeline Control Ordnance

2019-06-21 Thread Rebecca
CFJs are technically nonbinding, platonically, so a SHOULD is fine. On Sat, Jun 22, 2019 at 1:53 PM Jason Cobb wrote: > A few small nitpicks: > > > On the objective timeline, the consequences of an action or event > Consistent capitalization please :) > > > > and cannot be retroactively modified

Re: DIS: Proto: Timeline Control Ordnance

2019-06-21 Thread Jason Cobb
A few small nitpicks: On the objective timeline, the consequences of an action or event Consistent capitalization please :) and cannot be retroactively modified CANNOT? I know you later state that changing it is IMPOSSIBLE w/o time travel, so this might not be strictly necessary "The

Re: DIS: Proto: Timeline Control Ordnance

2019-06-21 Thread omd
On Fri, Jun 21, 2019 at 8:24 PM Aris Merchant wrote: > This proposal codifies a few common sense rules about timelines. For > instance, retroactive modifications are possible, but work by creating > a legal fiction, rather than by changing what actually happened. Overall: Seems quite well designe

DIS: Proto: Timeline Control Ordnance

2019-06-21 Thread Aris Merchant
This proposal codifies a few common sense rules about timelines. For instance, retroactive modifications are possible, but work by creating a legal fiction, rather than by changing what actually happened. It also establishes one major new rule: the standard sequence of events is secured at power 3.