Not that I wouldn't vote for the inactivity tax & the income tax.

I also, again, have a proposal pending to actually print money in a
way that I think multiple people have said is a good idea, so that
could be useful.

We could also just lower the value of welcome packages. It takes 10
weeks of reports to match 1 welcome package.

On Sat, Oct 21, 2017 at 10:35 AM, VJ Rada <[email protected]> wrote:
> I agree more with Alexis here. We need to think of interesting
> gameplay mechanics more than we need to think of tax mechanics. I've,
> I don't think, never exchanged money for a good or service not sold by
> the government. Contracts should help us buy and sell more things, but
> it needs us to actually buy into them and use the darn things, which
> I'm skeptical about.
>
> Maybe we could abolish Estates and like... create some kind of voting
> power market? Where everyone has say three voting power and can buy
> and sell the extra power at will? Or something like that might be fun.
>
> On Sat, Oct 21, 2017 at 10:17 AM, Alexis Hunt <[email protected]> wrote:
>> On Fri, 20 Oct 2017 at 18:53 Aris Merchant
>> <[email protected]> wrote:
>>>
>>> Our economic troubles have gone on long enough. Printing money has
>>> been rejected, despite it being what we had intended to use if we ever
>>> run out. If we don't want to print money, we _need_ taxes. I intend to
>>> write a tax proposal, but first we need to decide on the  tax rates.
>>> Income taxes won't really work, as they would incentivize hoarding. I
>>> propose the following two taxes.
>>>
>>> 1. Wealth tax. Every month, X% percent of a persons wealth, rounded up
>>> (where X is a value between 0 and 25 set in a regulation by the
>>> Secretary/Treasuror, and defaults to 10, although these values could
>>> be adjusted) is transferred to Agora. This incentivizes spending
>>> because hoarded money can go away very quickly, but not without
>>> warning. I suggest that the percent be applied only to the portion of
>>> a persons wealth above 10 shinies, and that if contracts are adopted,
>>> the tax should apply to all contracts not exempt from sustenance
>>> payments.
>>>
>>> 2. Inactivity tax. If a person has neither claimed a reward nor spent
>>> money (to limit our measures of activity to things the
>>> Secretary/Treasuror already tracks) in the last month, the
>>> Secretary/Treasuror CAN and SHALL take 80 percent (that number can
>>> change if people don't like it) of all shinies past the first 10 for
>>> Agora with notice.
>>>
>>> Let the debates begin.
>>>
>>> -Aris
>>
>>
>> Honestly, my experience is that economies that don't allow accumulation tend
>> to not work well. There have been two variations on this that I've seen.
>> Expiring currency (like AP, but as an economic driver) doesn't work because
>> there's little incentive to gain any more than you need. Fixed-supply
>> currency (like shinies) run into the opposite problem, where there is even
>> stronger advantage to accumulate it because the supply can deplete, meaning
>> you need to hoard in case we hit a supply crunch and you want to do things.
>>
>> Beyond that, the economies that I've seen work the best are ones where there
>> is a) an incentive to accumulate b) interesting gameplay and c) useful
>> things to do with money. Right now, we have plenty of a) due to supply
>> limitations, and there's a lot of focus on the supply, but we don't have b)
>> or c). The most interesting gameplay is Estates, of which there are two more
>> to be auctioned, period, and as G. (I believe) pointed out, are never worth
>> spending for one extra vote on one proposal. Comestibles could be the start
>> of interesting gameplay, maybe, but are blocked behind Estates and other
>> timing restrictions, and nobody's actually used them.
>>
>> We're also missing c). The only things you can do with shinies, apart from
>> aforementioned Estates and Comestibles, which ultimately lead to voting
>> power, are do normal gameplay things (CFJs and Proposals and soon, possibly,
>> contracts) and getting Stamps. But the latter are certainly not interesting,
>> and getting more currency isn't inherently useful either for all the
>> existing reasons.
>>
>> Voting power itself is less of a useful incentive, I've found, than you
>> might think. Voting power mechanics are more successful when they operate on
>> an ongoing basis, than one-offs. The only time it's really *useful* to have
>> increased voting power is if you're trying to force something through: it's
>> basically *never* useful to defeat a proposal with it since it can be
>> reproposed once your resources are exhausted. And even proposals you
>> generally want passed are probably not worth spending it on when you could
>> safe for a forcethrough instead later. So one-off voting power is not a
>> great mechanic; it's just a proxy for a win. Ongoing voting power is more
>> useful, and we might even have enough active players right now to make it
>> useful (with a small number of actives, it's very dangerous to make it too
>> easily manipulated). It should still expire (or be reducible by other
>> players) of course, but if a power increase lasts for, say, a month, it's
>> easier to manage and healthier, I think, for the economy.
>>
>> CFJs, Proposals, and other key gameplay are risky to associate with the
>> economy. the more valuable currency is, the harder it is to justify spending
>> it on proposals and CFJs. Slowing these down too much is very, very bad for
>> the game. We don't want to discourage minor fix proposals, or prevent new
>> players from proposing (this has been an issue before), or just overly
>> bottleneck the proposal system on the economy.
>>
>> In my experience, economy for the sake of an economy has never really worked
>> in Agora. We need an economic game, that has complexities to it.
>>
>
>
>
> --
> From V.J. Rada



-- 
>From V.J. Rada

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