I submitted this proposal a while ago but it failed due to not having enough officer power: we should be able to power it now. The only changes from last time are that I'm giving everyone a free Pendant to start us off, so that there isn't a gap immediately after the rules come in where proposal creation is unreasonably expensive; and that I fixed a thinko in the Allocation which would have caused players to get the wrong number of assets.
The basic idea is that there are six categories of requestable "assets" (some of them are actually switches that act like assets), and you can choose which one you get, but the more people request a particular category, the less each get. Requests are public and can't be changed once submitted: acting late lets you react to other players' requests, but acting early discourages other people from picking the same category as you and thus may help you get more overall. I submit the following proposal, "A New Economy", coauthor kiako, AI 2: {{{{ [The main idea: you can request a grantable thing (radiance or certain selected assets) once per month; the next month, you get an amount of that thing based on how many other players requested the same thing. Later in the proposal, some new tradeable requestable assets are added in order to make this function correctly.] Create a new power 2 rule, "Allocation": {{{ The Allocator is a sortitioned office, responsible for tracking Requests and performing the Allocation. Once per month, the Allocator CAN by announcement perform the Allocation. E SHALL do so in the first week of each month, and when e does so, e SHALL list the changes to assets and switches that occur as a result (either by stating the value after the change or by stating the size and direction of the change). When the Allocation occurs, the following events happen, in sequence: * All Pendants are destroyed; * All Megaphones are destroyed; * One Pardon is revoked from each entity that owns any; * For each requestable category of assets and switches, each player whose Request is set to that category is granted (S / N) rounded down of the relevant asset, or has their value of the relevant switch increased by (S / N) rounded down, where S is the supply of that category and N is the number of players whose Request is set to that category; * Officers are granted Megaphones, as stated elsewhere; * Each player's Request becomes unset. }}} Create a new power 2 rule, "Requests": {{{ Some categories of assets and switches are requestable; each of these has a supply. The list of categories of requestable assets and switches is as follows: * Pendants (supply 24) * Spendies (supply 24) * Radiance (supply 18) * Stamps (supply 12) * Pardons (supply 6) * Megaphones (supply 6) When a player is granted stamps via the Allocation, the stamps that are granted are of that player's type. Request is an active player switch, tracked by the Allocator, for which "unset" is a possible value (and the default), and each category of requestable asset is also a possible value. A player whose Request is unset can change their Request by announcement, as long as the Allocation has already been performed in the current month. }}} [Tie voting power to an asset. Megaphones are tradeable but temporary assets that grant voting power, that reset during the Allocation. Voting power from offices is tied into the Megaphone system, primarily to make tracking easier for the Assessor.] Create a new power 2 rule, "Megaphones": {{{ Megaphones are fungible assets. The Assessor is the recordkeepor of Megaphones. Each player's voting strength on referenda on ordinary proposals is increased by the number of Megaphones e holds. }}} In Rule 2632, amend {{{ For each office a player holds, eir voting strength is increased by the complexity of the office for referenda on ordinary proposals, up to a maximum increase of 3 by this method. }}} to {{{ As part of the Allocation, each officer is granted a number of Megaphones equal to the total complexity of all offices e holds, to a maximum of 3. The precise timing of this grant is stated elsewhere. }}} [Add a cost to creating proposals – this helps ensure the economy is backed by something.] Create a new power 2 rule, "Pendants": {{{ Pendants are fungible assets. The Promotor is the recordkeepor of Pendants. Immediately after a player submits a proposal, one Pendant is revoked from em, if possible. A player SHALL NOT submit a proposal if e owns no Pendants; violating this requirement has a Class of 4. A player CAN pay a fee of 4 Spendies to grant emself a Pendant. }}} To the list in rule 2499, add the following list item: {{{ * 3 Pendants, if the Allocation has not been performed since e last registered. }}} [Allow players to stockpile Blot removal to a limited extent; the stockpiles decay slightly during the Allocation.] Delete the following paragraph from rule 2555: {{{ Any player CAN pay a fee of 7 Spendies to revoke a blot from a specified person. }}} Create a new power 1.7 rule, "Pardons": {{{ Pardons are fungible assets. The Referee is the recordkeepor of Pardons. A player CAN pay a fee of 1 Pardon to revoke 1 Blot from a specified person. A player CAN pay a fee of 7 Spendies to grant emself 1 Pardon. }}} Grant each player 1 Pendant. [Unlock everyone's Request switch – otherwise we'll have to wait until the start of November before the new economy does anything. This won't change any assets/switches other than converting officer voting power to the Megaphone system, because all the Requests will be unset.] Perform the Allocation. }}}} -- ais523