Counter-Insurgency Axiomatic

Specification for a maximally abstracted gamespace

0.
The following axioms constitute the RULESET of the GAME

1.
The PARAMETERS of the GAME are U (terrain upper limit) L (terrain lower limit) D (process divisor) T (catastrophe-periodicity) S (Number of counters to start with)

2.
The GAME consists of the PARAMETERS, several PLAYERS, POPULATIONS, and the GAMESPACE.

3.
IMPLEMENTATIONS of the GAME consist of the GAME together with PARAMETER VALUES, MODES OF ADJACENCY, rules for the granting and revocation of access to MODES OF ADJACENCY to PLAYERS, and a DIAGRAM.

4.
Any number of PLAYERS may join at any CLICK in the game.

5.
Each PLAYER who joins the GAME begins with a virtual population of quantity S.

6.
The first dimension of GAMESPACE are a series of TERRAINS indexed by numbers beginning with L and generated by the rule n’=n+1 where n'<U

7.
A TERRAIN has the capacity to contain any number of POPULATIONS of any quantity

8.
ADJACENT TERRAINS are those terrains which are related one to the other by the PRIMARY MODE OF ADJACENCY T2=T1+1 or by any MODE OF ADJACENCY introduced in a given IMPLEMENTATION.

9.
Every PLAYER has access to some or all of the available MODES OF ADJACENCY and MODES OF ADJACENCY may be granted to or revoked from PLAYERS.

10.
The second dimension of GAMESPACE is articulated as a series of CLICKS indexed by numbers beginning at 1, generated by the rule n’=n’+1, and with no upper limit.

11.
The passage from one CLICK to its successor is effected by the discrete occurrence of an ACTION or a CATASTROPHE within the TERRAINS, resulting in a transformation of the GAMESPACE.

12.
ACTIONS are either DEPLOYMENTS, MIGRATIONS, or ATTACKS.

13.
A DEPLOYMENT occurs when a PLAYER places his POPULATION of S COUNTERS into a TERRAIN. A PLAYER can DEPLOY a POPULATION only into an TERRAIN empty of other POPULATIONS.

14.
A MIGRATION occurs when a PLAYER moves some or all of a POPULATION from one TERRAIN to another ADJACENT TERRAIN. When a POPULATION MIGRATES from TERRAIN A to ADJACENT TERRAIN B, it constitutes a new POPULATION. The results of a MIGRATION are:
– the POPULATION suffers an attrition of sqr-rt ((total alien POPULATION of TERRAIN A)+(TERRAIN B number + total alien POPULATION of TERRAIN B))/D

15.
Only one POPULATION per PLAYER may occupy a TERRAIN at a given CLICK. Further POPULATIONS moved or deployed into the TERRAIN will merge with the PLAYER’S resident POPULATION in that TERRAIN.

16.
Any number of PLAYERS may occupy a TERRAIN with their POPULATIONS at a given CLICK.

17.
A player can ATTACK an alien POPULATION in a given TERRAIN with his own POPULATION within that TERRAIN. The results of an ATTACK are:
– The defenders POPULATION will suffer an attrition of (sqr-rt attackers POPULATION size)/D
– The attackers POPULATION will suffer an attrition of (sqr-rt (defenders POPULATION size + TERRAIN number) /D

18.
CATASTROPHES are of one type only, the GROWTH CATASTROPHE. The GROWTH CATASTROPHE occurs after the occurrence of T ACTIONS. During the GROWTH CATASTROPHE, all POPULATIONS occupying a TERRAIN within the GAMESPACE are augmented by sqr-rt (POPULATION size / (sqr-rt TERRAIN number)-1)/D

19.POPULATIONS augmented by CATASTROPHES or diminished by ACTIONS may include fractional values. These fractional values will not be counted in ATTACK ACTIONS and cannot be MIGRATED. They will, however, be counted in further CATASTROPHES.

20.If a fractional POPULATION is left on its own in a TERRAIN it immediately diminishes to nothing.

21.
At any time a PLAYER may broadcast a freeform MESSAGE using ASCII characters to all other PLAYERS. The MESSAGE has no immediate effect on any dimension of the GAMESPACE.

22.
Every PLAYER has access to the HISTORY which details the ACTIONS and CATASTROPHES that occur in all CLICKS previous to the current CLICK, along with their numerical outcomes. HISTORY does not, however, include MESSAGES.

23.
This ends the RULESET for the GAME

24.
The following axioms constitute the IMPLEMENTATION known as DECAPLEX-1

25.
The PARAMETER-VALUES are U=1000 L=0 D=3 T=9 S=100.

26.
The MODES OF ADJACENCY are : T2=T1+1 (“Creep +”) T2=T1-1 (“Creep -“) T2=T1+10 (“Plumb +”) T2=T1-10 (“Plumb -“)

27.
All PLAYERS are granted access to all MODES OF ADJACENCY. There is no revocation of MODES OF ADJACENCY.

28.
The DIAGRAM for this IMPLEMENTATION articulates the first (TERRAIN) dimension of the GAMESPACE as a grid of numbered TERRAINS set out as follows:

n+9   n+10   n+11

n-1    n     n+1

n-11  n-10   n-9

and the second (CLICK) dimension of GAMESPACE as successive revelation in chronological time.

29.
This ends the IMPLEMENTATION conditions for DECAPLEX-1