On Sun, 7 Jun 2009, Alex Smith wrote: > On Thu, 2009-06-04 at 12:08 -0700, Kerim Aydin wrote: >> (And you'd need to include both the Rubberstamper and the wielder of the >> veto in the 3). It's actually been a long time since we've had a proposal >> that people on both sides have used the various procedural tricks to >> make the process interesting in a gameplay sense. Maybe we should try >> Takeover Proposals again. -G. > > What about a sort of proposal that can't be made democratic, but can't > do anything but award wins? That would let people mess around with all > the ordinary-proposal tricks without making things too hairy.
Just awarding wins I think means it just becomes a boring bribe exercise. Let's make it worth more. What I want to bring back (and haven't gotten around to) brings up today's Herald's History Corner: >From FLR 2005-April: Rule 1950/9 (Power=2) Voting Power [excerpt] (b) An entity's Voting Power on a Democratic Proposal is as follows: (1) A Player: (i) that Player's Voting Potential if that Player has Sente. (ii) one otherwise. Rule 2078/0 (Power=2) Takeover Proposals Initiative is a stuck player switch, tracked by the Assessor, with values Gote and Sente. A Takeover Proposal is a proposal meeting these requirements: (a) It is labelled as a Takeover Proposal. (b) No Takeover Proposal has been submitted earlier in the same month. (c) It specifies a set of players (hereafter the Corporate Raiders) that is no larger than P/2 or smaller than P/3, where P is the number of active noisy players at the time of submission. Rules to the Contrary nonwithstanding, a Takeover Proposal is both Democratic and Sane. At the beginning of a Takeover Proposal's voting period, all players have their initiative flipped to Gote. At the end of a Takeover Proposal's voting period, all players have their initiative flipped as follows: (a) Adopted: All Corporate Raiders gain Sente. (b) Rejected: All other players gain Sente. (c) Failed quorum: No one gains Sente. -G.