The stuff this cycle made, archived 2026-10-21 and rendered from
git show rev65-attempt24-iterations11ofx:stuff/….
cooldown-length-by-roster.mdcosigner-floor-replenishment.mdlapsed-seat-cooldown.md
This answers the open question in lapsed-seat-cooldown.md: how long should a guardian's refill cooldown last after a seat they vouched for lapses?
Don't use a fixed duration. The cooldown lasts until every *other* guardian has had one chance to vouch for that key's refill:
A thief who has coerced one guardian gets one stall per full pass over the honest guardians. Any honest guardian who fills the seat during that pass ends the stall, because rule 2 then needs a second distinct guardian, and the thief can't supply one. So the thief has to coerce a new guardian for each round, which is the same cost lapsed-seat-cooldown.md was after. Now it holds no matter how fast the honest guardians move.
The lockout scales with how many alternatives are left. If the cooling guardian is the only other guardian, the pass is empty and they can vouch again right away. Rule 2 still requires a distinct renewer, so lifting the cooldown early doesn't hand the seat to anyone on its own.
Per-guardian round timeouts still need a wall-clock value. A thief who can make honest guardians unreachable (by denial of service, say) stretches the pass to timeout × guardians. The key stays frozen during that time, so this is a liveness cost, not a safety cost.
Applies rule 1 (floor + vouched replenishment) and rule 2 (renewal by a distinct guardian).
Should a seat that lapses under rule 2 reopen replenishment immediately, or wait a cooldown? Without a cooldown, a thief holding one guardian can churn seats.
Follows cosigner-floor-replenishment.md, which ended asking whether a seat that lapses under rule 2 should wait out a cooldown before it can be refilled.
Rule 1 refills a drained co-signer set only with guardian-vouched newcomers. Rule 2 makes such a seat lapse unless a *different* guardian renews the vouch. A thief who coerces one guardian can still:
Each round the key stays frozen (good), but the honest holder cannot finish an unfreeze either, because the seat is always occupied by a thief-placed holder that is waiting for a renewal that will never come.
A cooldown on the *seat* also slows the honest refill. A cooldown on the *guardian* whose vouch let a lapsed seat in targets the attack directly:
The thief now needs a newly coerced guardian for every round, so the cost of stalling grows with each lapse instead of staying flat.
How long should the bench last? Too short and a single coerced guardian keeps cycling; too long and an honest guardian who vouched in good faith for a holder who simply went offline is shut out when the key needs them most.