I am working on a proposal and is expecting to proto it probably this
weekend. It technically doesn't do any of those things, but I think it is a
better starting point for interacting with the economy.

天火狐

On 25 October 2017 at 12:47, Kerim Aydin <ke...@u.washington.edu> wrote:

>
>
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> Hi all,  I wanted to share some observations on what makes Agoran
> economies function, and where we're not quite there yet.  These are just
> observations from watching systems go by.
>
> - To get trading, you need SPECIALIZATION and DIVERSE GOODS.  For
>   trading to work, you need the Cost of Specialization (in time or funds)
>   to be much greater than the cost of a specialist producing those codes.
>   Otherwise people just rotate through specialties to get the goods they
>   need.  (This is Econ 101 for Free Trade between nations).
>
> - Our current system has none of this.  What the current system is is
>   an abstracted and volatile stock market.  We can invest stamps or
>   proposals when price is low to sell high.  It's basically each player
>   against "the system" (where the "system" is our collective behavior)
>   and it's kind of interesting.  But it doesn't, at all, promote cross-
>   person economic activity.
>
> There's nothing wrong with an "abstract stock market" game.  But we
> shouldn't
> mistake it for a trading system.
>
> So the way I see it, we should do one of two things:
>
> 1.  Embrace the current system as a stock market/gambling system, and
> increase the Stamps and aspects of gambling, and make more ways that
> speculation can happen.  But not try too hard to make this a "trading
> economy".
>
> 2.  Scrap the volatile aspects entirely (fix FV, mint more shinies than
> we'll ever need).  Instead, create a system of Specialization.  We can
> use things like Land as a vehicle - either by making Land *one* limited
> specialty (limited supply) but creating other specialty directions...
> OR by making Land a basic low-level commodity (lots of supply) but with
> customization (Farms and so forth).
>
> I think *either* system could be fun.  I do enjoy the "buy low/sell high"
> simple gaming we've got now, and (in past history) we've done (2) much
> more often than (1).
>
> But we should really not try to go in both directions, because this hybrid
> is just a *bit* of a mess.  [Once we've answered this basic question -
> what are we trying to do - then we can talk about details like incomes,
> supply level, etc. etc.]
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