Whoaaaa this looks awesome
So you can claim a win if you can hold advisor positions over a majority of the government for two weeks? That feels... suitably unachievable :D And I'm impressed that every post gets a unique power. (I'd also be down for being Clork) One thing that isn't particularly clear is trading favours for influence - is it 2 favours for 1 influence for the Host, or 1 favour for 2 influence? Also what happens if the Planner doesn't pick a new policy assignment for whatever reason. I suppose it'd just switch randomly? (Or does that fall into the "any person can do it after deadline" category)


On 2017-11-03 10:05, Alexis Hunt wrote:

Here is a silly minigame that I would like feedback on:

 *

    The Clork (pronounced ‘clark’) tracks everything in this proposal
    and additionally names politicians (puns are encouraged).

 *

    Have Politicians, each of whom has a Party.

 *

    5 Parties (in order):

     o

        Platonic Isolationists

     o

        New Punchbowl Reformers

     o

        Costume Conservatives

     o

        Substance Use Liberals

     o

        Official Raving Monster Looney Party

 *

    There are always 20 Politicians; when there are not enough, new
    Politicians are created by the Clork. If any Party has fewer than
    3 Politicians, new Politicians go to the Party with the fewest; no
    Party can have greater than 5. Parties are chosen randomly within
    these parameters.

 *

    Each Party has a Policy, which changes monthly as described below
    (in order):

     o

        Justice: want to see justice served.

     o

        Efficiency: want to see official duties carried out

     o

        Legislation: want to see proposals passed

     o

        Participation: want to see votes cast

     o

        Economy: want to see economic activity

 *

    After adoption, 20 Politicians are created, 4 from each Party, and
    randomly assigned to Posts. Each then suffers Stress from their
    office twice. Policies are randomly assigned, but must maintain
    cyclic order (e.g. if CCs are Justice, SULs are Efficiency and so on).

 *

    Players obtain Favours in a Party by doing things which match its
    Policy. Favours are tied to the Party, not the Policy, once
    created. Generally, recordkeepors of relevant information award
    Favours as all awards are pragmatic. Also, some Posts award Favour.

     o

        Offices award between 1 and 3 Efficiency Favours per week,
        depending on office, given by the ADoP. Initial values will be
        set by proposal, modifiable by the ADoP with Agoran Consent.

     o

        Author of adopted proposals receives Legislation Favours equal
        to AI, rounded up, given by the Assessor.

     o

        Everyone who voted in a given week gets 2 Participation
        Favours, given by the Assessor.

     o

        Everyone who judges a CFJ gets 3 Justice Favours, given by the
        Arbitor.

     o

        When the Referee awards a Card, e awards 1 Justice Favour to
        the Finger Pointer, or emself for Summary Judgment.

     o

        Players can pay the 1/10th of the FV, rounded up, to buy an
        Economy Favour.

     o

        Some Posts award 3 extra Favours each week in a given Party,
        given by the Clork.

 *

    Favours can be transferred to other players, but 1/3 (rounded up)
    is lost.

 *

    Favours can be traded 2:1 for other parties.

 *

    Politicians can occupy Posts in Echelons:

     o

        1 Post in the Chamber of Power (Rank 5)

         +

            Host

     o

        4 Posts in the Upper Echelon (Rank 3)

         +

            Planner

         +

            Enforcer

         +

            Organizer

         +

            Creep

     o

        7 Posts in the Row Echelon (Rank 1)

         +

            Schmoozer

         +

            Decorator

         +

            Loner

         +

            Hat Rack

         +

            Wild One

         +

            Drunk

         +

            Mystery

     o

        Politicians without Posts are in the Row-Reduced Echelon

 *

    Every Politician may have an Advisor, default none.

 *

    Players can spend Favours to gain Influence over a Politican per
    the following ratios:

     o

        2:1 for politicians in the Row-Reduced Echelon

     o

        3:2 for politicians in the Row Echelon

     o

        1:1 for politicians in the Upper Echelon

     o

        1:2 for politicians in the Host

 *

    If a player has more Influence than any other over a Politician,
    they can become their Advisor, effective at the start of the next
    week.

 *

    When a power is assigned to a Post, the occupant’s Advisor can
    perform it. If it’s a duty and the Post is vacant or the occupant
    has no Advisor, then the Clork can perform it within the deadline
    and must do so. Either way, after the deadline, any player can
    perform it.

 *

    At the start of the above week (after the above takes effect),
    each politician awards Balloons to their Advisor based on Rank.
    The Decorator awards an extra Balloon.

 *

    Balloons can be used on any Agoran Decision for an extra vote, but
    expire in two weeks so they cannot be accumulated. They cannot be
    traded.

 *

    A player can spend a number of Balloons equal to one more than the
    total Rank of all Posts to win the game. Doing so resets all eir
    Influence to 0.

 *

    Politicians have a Stress Level, initially 0. At the start of each
    week, a Politician gains Stress equal to the rank of their Post,
    regardless of whether they have an Advisor.

 *

    If a Politician has 20+ Stress after the above, they announce
    retirement. At the end of the week, they retire and are destroyed.

 *

    When a Post becomes vacant, an election occurs. All eligible
    Politicians (as defined below) cast their votes for the Successor
    by announcement; they can be changed.

     o

        Only Politicians in the highest non-empty Echelon lower than
        that of the Post are eligible (eligibility can change during
        an election).

     o

        For the Host, politicians vote with power equal to the Rank of
        their post.

     o

        For the Upper Echelon, the Host has 4 votes, Upper Echelon
        politicians have 2.

     o

        For the Row Echelon, the Host has 3 votes, Upper Echelon has
        2, and Row Echelon have 1 each.

     o

        The Organizer can cast 1 extra vote.

 *

    Politicians can cast votes in advance of an election; they must be
    for a specific Politician and Post though. They are cleared after
    each election for a given Post.

 *

    An election can be concluded by announcement if four days have
    passed since the vacancy or announcement of retirement, or if the
    votes of undecided Politicians can no longer create a plurality.
    Any player may resolve by announcement if there is no tie an;
    otherwise, only the Host can do so and they must break the tie.
    This must be done within seven days of the vacancy, or eleven days
    of the announcement of retirement, whichever is first. If it is
    not, anyone can break the tie.

 *

    At the start of each month, the Planner must rotate the
    Policy<->Party assignment within one week. They cannot pick a
    rotation used in either of the previous two months.

 *

    Posts have the following powers (some duplication with the above).

     o

        The Host’s Advisor qualifies for a Rainbow Ribbon.

     o

        The Enforcer can, once per week, remove a Row Echelon
        Politician from eir Post. E must have the support of at least
        one other Politician not in the Row-Reduced Echelon. The
        Enforcer and supporter each gain 1 stress; in the event of
        multiple supporters, the Enforcer chooses one.

     o

        The Creep can, once per week, give emself 1 Stress to give
        another Politician 2 Stress.

     o

        The Schmoozer can, once per week, rotate a Politician into the
        next Party in the list. This gives em 1 Stress.

     o

        The following Posts award 3 extra Favours to the respective
        party at the start of each week.

         +

            Loner: Platonic Isolationists

         +

            Drunk: New Punchbowl Reformers

         +

            Mystery: Costume Conservatives

         +

            Wild One: Substance Use Liberals

         +

            Hat Rack: Official Raving Monster Looney Party


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