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Clout

Clout is a subjective reputation score derived from observed actions. It is an observer-dependent opinion, not a global value.

  • Decentralized reputation without central authority.
  • Reward participation (journeys, service).
  • Penalize “cringe” (failed teases) or instability (restarts).
  • Drive social hierarchy and “coolness” dynamics.
  • Score: Floating-point projection of social events.
  • Subjectivity: Derived by each node based on personality and seen history.
  • Resonance: Interaction impact depends on observer “liking” (resonating with) the act.
  • Growth: Tied to positive service and journey participation.
  • Decay: Half-life-based reduction over time.
  • Cringe Penalty: Actor loses clout if their tease fails to resonate with the observer.

Determines if an observer approves of a tease:

  1. Score = Hash(EventID + ObserverSoul) % 100.
  2. Threshold = 50 + (Sociability/5) - (Chill/10) - (Agreeableness/20).
  3. Resonates = Score < Threshold.

Observer-side adjustments:

  • Tease (Actor): +1.0 (Resonates) / -0.3 (Cringe).
  • Service (Actor): +2.0 (e.g., stash-stored).
  • Journey Complete (Target): +0.5.
  • Journey Timeout (Target): -0.3.
  • Online (Target): +0.1.
  • Offline (Target): -0.05.

Adjustment = BaseWeight * TimeDecay.

  • BaseWeight: 1.0 + (Sociability/200) - (Chill/400).
  • TimeDecay: 1 / (1 + age/halfLife). (See Personality for half-life).
  • Asymmetry: Missing events (e.g., service logs) leads to unfairly low opinions.
  • Volatility: High-sociability nodes may experience rapid clout swings.
  • Subjective Immunity: Cannot be hacked globally; each peer verifies claims via signed evidence.
  • Proof-of-Action: Clout adjustments require cryptographically signed event proofs.
  • TestDeriveClout: Event-to-score projection accuracy.
  • TestTeaseResonance: Personality-based approval checks.
  • TestCloutDecay: Temporal reduction verification.