anchor.diff:  		message_admins("Drafting players for forced ruleset [rule.name].")
   		log_game("DYNAMIC: Drafting players for forced ruleset [rule.name].")
   		rule.mode = src
  -		rule.acceptable(roundstart_pop_ready, threat_level)	// Assigns some vars in the modes, running it here for consistency
  +		rule.acceptable(GLOB.player_list.len, threat_level)	// Assigns some vars in the modes, running it here for consistency
   		rule.candidates = candidates.Copy()
   		rule.trim_candidates()
   		if (rule.ready(TRUE))
  
positive.code: 		return TRUE
  	var/list/drafted_rules = list()
  	for (var/datum/dynamic_ruleset/roundstart/rule in roundstart_rules)
  		if (rule.acceptable(roundstart_pop_ready, threat_level) && threat >= rule.cost)	// If we got the population and threat required
  			rule.candidates = candidates.Copy()
  			rule.trim_candidates()
  			if (rule.ready() && rule.candidates.len > 0)
  
negative.code: 	if(!drafted_rules.len)
  		message_admins("Not enough threat level for roundstart antags!")
  		log_game("DYNAMIC: Not enough threat level for roundstart antags!")
  	var/indice_pop = min(10,round(GLOB.player_list.len/pop_per_requirement)+1)
  	extra_rulesets_amount = 0
  	if (GLOB.dynamic_classic_secret)
  		extra_rulesets_amount = 0
  	else
  		if (GLOB.player_list.len > GLOB.dynamic_high_pop_limit)
  			message_admins("High Population Override is in effect! Threat Level will have more impact on which roles will appear, and player population less.")
  			log_game("DYNAMIC: High Population Override is in effect! Threat Level will have more impact on which roles will appear, and player population less.")
  			if (threat_level > high_pop_second_rule_req)
  